Recent content by Pender

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    Anti-Block Trigger For A TD

    I'm the author of Mazing Contest, and this post explains the gist of the antiblocking code: http://www.thehelper.net/forums/showthread.php?p=717370#post717370
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    Trigger Help: Anti-Block in a TD

    You're quite welcome, and I'm glad you enjoy the map.
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    Trigger Help: Anti-Block in a TD

    I am the author of Mazing Contest. Romek's explanation is correct. If you'd like to see a demo, I posted a sample map before making Mazing Contest here: http://www.thehelper.net/forums/showthread.php?p=717370#post717370 This is just a demo; the code leaks and has not been generalized to...
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    General - Generating Random Mazes

    Perkey, I won't add that to the tutorial, but the Labyrinth map attached to this thread includes one random square room in each level's maze. Perhaps that could help you figure out how to add that feature.
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    Fairly simple map - wc3 editor retard

    Well, I am the map author and I converted everything to JASS with randomized variable names as a way to lock the map. (I use a Mac, and there are no good locking tools for the Mac.) So it's not really surprising that the code is hard to understand. Glad you like it though!
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    Need help hunting down stubborn leaks

    It's actually removed in both the Then and Else, unless I'm misunderstanding you... it's a few lines lower in the Else, but it's there.
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    Need help hunting down stubborn leaks

    Never mind, folks -- I figured it out. Thanks a bunch.
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    General - Generating Random Mazes

    Wolf_Soldier, as saw792 said, set the Map Editor preference not to use a fixed random seed. Note that no matter what you do, the mazes will be always be random in Warcraft III even if they aren't in the Map Test function of the World Editor. So don't sweat it.
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    Minigame Mazing Contest: need advice

    Hey folks, I made the attached map. There are ten rounds. In each round, there are some randomly preplaced towers in each player's square, everyone starts with 5-30 gold and 0-2 lumber, and everyone has one minute to build a maze from the bottom of the square to the top using blocking towers...
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    How to accelerate building foundation fading after the building is removed?

    Yeah, that's probably the only way. Why do I want to do it? I'm making a mazing contest, where each round you build a maze within a small square and at the end the towers are cleared and you build a new one. The problem is that it's difficult to see which paths are still open without foundation...
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    How to accelerate building foundation fading after the building is removed?

    As I said in my first post, I want it to have a ground texture. I just want the texture to fade faster or disappear instantly upon the building's removal. Anyone know how to make that happen?
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    How to accelerate building foundation fading after the building is removed?

    I tried both. None of the Decay Time constants seem to affect the fading of foundations, and Remove Unit leaves the foundation behind as well. I've even tried moving and/or hiding the unit before removing it. Nothing seems to have an effect.
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    How to accelerate building foundation fading after the building is removed?

    It takes something like 10 seconds for the foundation graphic of a building to fade from the ground after the building has been removed. I'd like to change this to around 1 second. Possible? Note - I want the foundation graphic to exist while the building is alive as it usually does; it's only...
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    Multiplayer "Proofing" a Trigger

    "MUI" is the magic search term.
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    How to drop all items

    Use a for loop, from 1 to 6. Like so: Actions For each (Integer A) from 1 to 6, do (Actions) Loop - Actions Hero - Drop the item from slot (Integer A) of (Triggering unit)
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