I'm currently working on a map that uses grid-based system as well. For the grid, I basically used a struct with 4 "pointers", pointing north east south and west. It isn't too complicated as long as you have some experience with programming.
The actual tough part is the path generation...
Do note that using the "Unit is attacked" event is buggy. It occurs when the unit begins the attack animation, not when an attack is successfully performed. So if you were to spam the Stop command when you're about to attack, it will successfully add to your agility. If you want to properly...
Are you asking how to change the hero's model coloring? You can use the native function:
native SetUnitVertexColor takes unit whichUnit, integer red, integer green, integer blue, integer alpha returns nothing
So let's say you wanted your hero to appear completely red, you'd do:
call...
There seems to be a problem with the compiler identifying the functions IsTerrainWalkable and IsTerrainDeepWater. I suggest checking if these functions actually exists and if it's reachable.
Based on your code, the orb effect remains forever. Do remember to remove the orb effects when casting the spell, as you wouldn't want multiple orb effects. Unless, you didn't post the full code :p
I'm pretty sure storing Handle variables will not make it MUI. Since the Hashtable stores the Handles by reference, making changes to that certain global variable will affect your "stored" value. For example, let's say you have a Point variable called "TempPoint". First, you set TempPoint =...
For Handles (Groups, Locations, etc), Hashtables merely store a reference to that specific handle. Basically, the Hashtable is merely pointing to your Handle variables and not physically storing them. Clearing a Hashtable merely removes this reference but your Handle still exists. Clearing a...
From what I read, you want to only allow 4 abilities out of 8 for a hero, right? Why not make a skill selection when you choose that certain hero, where all 8 skills will be displayed. From there, allow the player to choose 4. You'd still need a custom Skill System (using Spellbook) to level the...
All dummies should have Locust. If you're going to add Invulnerability, might as well just stick with Locust. Locust units are not selected in group enumerations, so it should be used on all dummy units.
There's no need to copy out the Blue Timer separately. Just take the whole code, doesn't matter since it's using static ifs anyways.
For destroy the timer, don't use DestroyTimer(). Use the given code, ReleaseTimer(). To destroy the timer via a command, you'd need the event for it. Simply save...