Please read the rules about supported topics and off-topic replies. Thanks.
I think I've decided the easiest solution is to just detect if the camera is inside a wall and move it accordingly.
So I set the collision size of this box to make only the top clickable.
It doesn't seem to work though.
I'm making an FPS so when players face a wall and turn the camera around, they need to be able to click through the wall (otherwise they'll face the wall again and essentially be stuck)...
This is the most innovative map I have ever played. I'm fairly certain this may become one of the more enduring maps of our time; all the complexities and deceit, the scandals and triumphs, all crammed into one simple entity. This piece is an inspiration to us all and should be in everybody's...
One way is to divide the area of the entire map into regions of the maximum possible size of room. In your case, 7*128 by 7*128. Even if a building is generated 3 by 3, it will give a nice feel with the occasional long tunnel.
You could also set the rooms' locations as an array and loop through...
For starters, generate random rooms.
Take two rectangles of random widths and heights. Place one of them on a polar offset of the first rectangle. Now, remove any overlapping inside.
Now that you have a room, generate several near each other and simply connect them with tunnels. I have found...
Well, I know you could do this with sql. Throw the user's data into the database like you mentioned and have the flash update it at your interval. To read the data, query the database with php or something and throw it into a string. From the flash, read that string and parse it (you might have...
I always thought the icon was creepy. Never heard of it being crash-inducing.
All I can really suggest is updating your ancient patch. Hilarious topic though.
I don't like the whole idea of requiring everybody to run something in order to play the map...especially when the map is intended for battle.net. Thanks for the suggestion though.
Version 3 Changes
Been trying to wrap my head around how I would add collision to doodads inside buildings on multiple floors. I could do it easily if everything fit in a square rectangle like the building blocks do. It looks like I'm going to resort to that.
Next on the list after AI I'd like...
Each spell needs to be based off a different base ID. You need to find a different summoning spell to work off of to prevent the problem. Channel is a great spell because it has a field where it lets you set the ID. For summoning purposes, however, you'd have to trigger the unit creation when...
http://www.thehelper.net/forums/showthread.php?t=139266
As a recap: Disable RTC, Save before testing
If that doesn't work, try updating your wc3 patch and NewGen version.