I made a model with Gmax and put it in my game.... I am not sure what the problem is with my model, I have made other models without this happening, but now I can not open my map....It does not matter what is wrong with the model, I just want to delete it so that I can open my map again...
It's been a while since I've done any skinning, and i forget how to wrap it, could somebody link a tutorial to me?
Edit: nevermind I found the one I was looking for.
I know it's not the most efficient trigger out there, but it works, it's easy, and it DOES NOT lag, even when run 100 times a second.
I believe you that the JASS trigger is better than my GUI trigger, but I do not know JASS, and I'd rather use a trigger that I understand than copy and paste a...
I want to make a trigger which sends a message when the player selects specific destructibles, but the event doesn't exist. Is there a simple alternative to this?
nono, I don't rewrite it everytime i need to use it, I just do this
Set CheckPathingHere = (whichever spot I'm checking)
Trigger - Run Pathing Check <gen> (checking conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions...
Much shorter than the jass functions...It looks a lot longer than it actually is.. half of this trigger is leak removal, the rest is a simple if/then/else and some variable settings.
I prefer what I have here, short and sweet
Pathing Check
Events
Conditions
Actions
Item - Create Pathing_Checker at CheckPathingHere
Set PathingChecker = (Last created item)
Set ConfirmPathing = (Position of PathingChecker)
If (All Conditions are...
thank you :P.... I was really hoping to have a one liner but this works i guess.
Edit: a lot of people on that forum are saying that this function is inaccurate... If somebody could post something that might work better, I'd appreciate it.
Edit: I made my own version in GUI (JASS seemed a bit...
That will hide the ability from the hero's research list? It's quite a bit longer than mine, but I guess it works beter.. although, the two shift triggers should be combined into one.
Add Attacked Event
Events
Unit - A unit enters (Playable map area)
Conditions
Actions
Trigger - Add to Unit is Attacked <gen> the event (Unit - (Triggering unit) Is attacked)
Unit is Attacked
Events
Conditions
Actions
If (All Conditions are True)...
This is true, although, if you make the periodic timer very short (0.1 or less), the towers should entangle units shortly after they come within range, their Cool downs will make it so that they don't always Cast at the same time.
The dummy spawn method will not have the synchronized casting...