In case someone cares:
I've found a workaround to this, by using this function, which seems to work 100% of the time - only bad thing is that you need to remember the last pitch value in order to make it work:
function SetSoundPitchEx takes sound s, real pitch, real lastpitch returns nothing...
Download: http://www.hiveworkshop.com/forums/attachments/submissions-414/113751d1336401644-tabreader-music-interpreter-tabreaderv11.w3m
What is this?
Basicly, it's a guitar tab interpreter system for Warcraft III, allowing to import very few highly compressed sounds and generate music with...
For some reason, the SetSoundPitch() native seems to be bugged.
Let's look at some code here:
local sound s1 = CreateSound("war3mapImported\\PiccoloA5.mp3", false, false, false, 10, 10, "")
call StartSound(s1)
call SetSoundPitch(s1, 1)
call TriggerSleepAction(3)
call...
Well, the native allows for very precise digits. Even something like Pitch 1.059465 is possible (In fact, this number is the frequency factor that pushes the sound a half note higher. 1.059465^12 = 2, which is a full octave. I am currently writing a GuitarTab interpreter system for WC3, so this...
For some reason, the SetSoundPitch() native seems to be bugged.
Let's look at some code here:
local sound s1 = CreateSound("war3mapImported\\PiccoloA5.mp3", false, false, false, 10, 10, "")
call StartSound(s1)
call SetSoundPitch(s1, 1)
call TriggerSleepAction(3)
call...
Systems like this already exist. Check out my multi floor / two floor system that is in the graveyard.
It's very intuitive and 'works' but it simply fucks up the graphics of your map so nobody with brains will use it...
So raven form automaticly changes units pathing to flying? I dont need to actually activate the spell, don't I? Just adding is enough?
I can't use morphing for technical reasons I already mentioned. Morphing heroes is always buggy.
Nice! This was what I was looking for. I'm gonna try that.
I could try that ... but that would involve the hero casting a spell and such, wouldn't it? I just want a 'stunned' unit to be moved around with the whirlwind animation, ignoring all pathing. I used windwalk on my bag system and it was fine; however, windwalk comes with the drawback that the...
Not an option, as chaos is to buggy when used on heroes. I need something very simple and robust to turn off collision. Morphing is to complicated and buggy.
Okay ... I know this has been asked before, but all I could find was the opposite of what I want to achieve:
I want to give a unit the "flying unit" pathing. I don't want to make the unit fly or set its fly height. I just want to remove all pathing for the unit so that it can be placed...
Nope it doesn't leak. However, depending on the size of your map and the number of items, this trigger could become very slow, as you enum the entire map rect ...
I think this is some sort of despawning trigger for items? I'd recommend doing it with an item array instead of an enumeration.
No need to use spellbooks or deactivation of abilities for players to hide the dummy auras. Simply use an aura ability based on the tornado aura and you got all you need without additional work. If you need the green buff tooltip color, use the color code |cff00ff00NAME|r. It overwrites the...
No offense, but this script is bugged and does not work correctly. And you CAN fix it. You missed the point that internally, WC3 works with 32x32 pathing not 64x64 pathing. And SetTerrainPathing clearly works like that too.
For example, blocking a Large blocker's pathing consists of 16 blocks...
Hello everyone.
I've read this thread on wc3c about destructables (especially walkables) consuming a lot of game performance:
http://www.wc3c.net/showthread.php?t=108836
Now I want to replace all my pathing blockers by doodads to increase FPS in my map. Is there a quick and elegant way to...
I went for option 1). Easiest and most elegant way to deal with that issue, I think. And nobody plays this map with more than 6 players anyway.
option 2) did not work properly. While locust or hidden units could still be targeted via the quickbar, the spells did not cast, as an "unit is...
I tried that when I was coding the bag system and it sucked balls for several reasons. Hmm.
I thought of 2 options now I could try out:
1) make the bags player 7,8,9,10,11,12 and share them to the players they belong to ... however this will ultimately lead to a lot of bugs and problems with...
Okay, so you guys possibly know the trick how to add hero quickbar icons for allied-non-shared-control heroes by using Advanced unit control and disabling the ordinary unit control again.
However, as in my map all players have 3 heroes and not just one (hero and 2 bag heroes), I only want the...
Nope, this is not possible. But you could manually remove all player units that are infight with that unit for an instant and add them again. In that case the aggro is wiped for that mob and it will return to its camping position.
Sorry that I didn't add a special command for that. Couldn't...