No, no, no. I watch topic, but I had no access to internet in past two weeks. I have it today and I won't have it in another two weeks. Anyway for your sounds this is awesome start! I like card sounds, plus rep :D
For chips, did you ever saw a poker table, it has green stuff (called felt)...
Hi, I want to catch event when Acolyte starts gathering gold. But, this trigger isn't working:
PlayerActionGather
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Gather (Acolyte Gold)
Actions
Game - Display to...
And so we have our 6.21c version with service pack 2.005.3224j included, along with all optimizations made in 6.20b (patch 17). BUT, memory requirements have changed, but we’re not going to tell you how because we’ve been unable to talk our tech writer down from the window ledge for this...
If you suspect that then you put a call to DisplayTimedTextToForce at start of a trigger (and any crucial point). That would be some kind of debugging. Like this:
DisplayTimedTextToForce( GetPlayersAll(), 10.00, "Yeah bi**h trigger is working!!")
Can you please describe solution in little more detail?
What is channel and base order id?
Sorry for asking, but I just don't understand.
Thanks for help anyway.
Because it was easier that way to make 10 abilities. I just want some dummy ones that when casted do nothing but raise an event for me. Any easier way to do what I want?
Thanks. But, I decided not to take that way.
I have another problem, it's this:
I took ability "Item Healing (Lesser)" and made 10 dummy abilities that I will give one my unit. So when that unit casts one ability that means player has chosen something, but when I cast one spell all 10...
Sorry for double post, but aren't these sounds used in Counter-Strike??? You can find them anywhere...
EDIT: Poker chips: http://opustroupe.files.wordpress.com/2009/03/poker-chips-cards.jpg