so i finally fixed up the bullets to work with terrain heights (they will no longer fly up or down) and have no collision with the combination of....
Float move type (they are like ships)
crow form (height)
ghost (visible) no collision
this allows me to spawn bullets without pushing anything...
it slows down considerable on some of the angles in the game because of the massive ammounts of models onscreen at the same time
but that should not hinder gameplay as there is nothing in this game that would require twitch movements so full fps would not matter.
azareus i would help you, but...
according to ign
http://www.1up.com/do/newsStory?cId=3178932
you can pre-order sc2 from gamestop to get a beta key
which means you only need to put down $5 for a beta key
then pay the rest of the game off later
but.... thats later
once you get beta key you get the editor
to cope with wc3's limited unit count system, i would suggest putting a cap on how many gouls would be on the feild at once, if there are less than that ammount then spawn moar gouls, if there are more then stop spawning till some die off
Event - Periodic event going off 10 times per second...
beat it, some of the puzzles got me for a few minutes till i checked the quests and saw what you named them =_=
the camera angles where well placed from a artistic perspective, but messed up mouse movement so that made navigation a bit hard and annoying
golem movement animation was a bit...
most orpgs use the simple default battle system
most orpgs do not have boss spell patterns
he dosent want heavy handed scripting
which means that there are no attack patterns
no custom combat system
no AI for the boss to use skills
therefore im asking if it is going to be like any other orpg...
so in other words its going to play like any other Orpg on wc3?
what i would suggest would be something along the lines of impossible bosses (the reason why people fail at it is not because their items are crap but because they dont know the boss attacks, but once you know them itll be like...
what color ribon you want?
if you want a blue one then absorb missile (abilities)
red one would be pheonix fire (ability)
white fade yellow (healing spray)
black (neather drake?)
clear would be uhh... warden missile? that might be greenish
green would be illidan evil
do not use the water...
hmm when you say destroys your pc, what do you mean?
as for the mod itself, dont use it
from personal experience (one of my earlier maps) was closed because i couldn't keep working on it (they put so much crap at the start of the map that it just bumps the map size up like crazy ontop of making...
1 use a dummy unit that has an attachment point at origin
2 give the dummy unit an item ability thats a pssive, this will always show its effect
3 put the potm (the original version should have a ribbon + hero color) arrow to the item and attach it to origin
3 put whatever other effects you want...
and we both fail....
from the sc wiki
which will mean that you would have to take the max hp of the affected unit
check if 2/3rds of that ammount is greater than 500
if 2/3rds of total is greater than 500, deal that ammount in damage
else deal 500 damage to the affected target
nuke silo can be any building type unit
has the unit "nuke" which will dictate the build time and cost for the nuke
once "nuke" is finished, give the silo the buff "armed with nuke" (something like that) which has infinate duration
The buff effects
If a unit is being trained by the nuke silo...
if your still having troubble with the HP bars
make the selection circle scaling for the units to -x where x is a number (if that fails use -1)
this will get rid of the floating bars
for the speed, to keep things simple you can do this
Timer .04 (.04 flat) this makes the trigger run 25 times per second, makes the math simple (as opposed to .03 which will run 33 times a second 34 for 1.2)
You can make the move speed based on normal wc3 speed instead of having to do the...
i see you finally did it but.... theres an easier way then trial and error
Get the point of somewhere directly infront of the caster, this will be our base point
Get the angle of the caster to the point, this will be our base angle
Make a loop for however big you want the wall, make sure the...
convert integer into a string
convert real into the integer
so....
(convert integer (convert real (your real)) into string)
should be how it should look like, i dont have WE open right now so i cant say for sure
considering that the event is begins casting, it is most likely an active
i take that back, he dosent detect the casting spell and uses ability level in his condition which might imply that its a passive... damnit stop confussing me
in your unit groups (when your setting them) picked unit will...
btw.... considering that the buff name and the ability name is the same... why would you need to detect the buff that the casting ability is placing? Woudent it be alot easier to just detect the spell being cast?
I mean, think about it
Lets say you cast cripple
Cripple induces cripple to the...