Separate names with a comma.
It will work, but not as intended.
This is probably a basic version of what your after
and a basic varible setups
Looking at your stuff,
You may look at splashing blue, it does have some nice creature defence and counters (i.e. Counters, Bounces, Cheap...
The rectangular things that you make in the editor are called Rects
point < rect < cells < regions
< = Made Up Of
actual regions are point...
Umm the Crossbow shot had an error on upload.
The rifle (should have been more specific, forgot to mention lever action)
Lever Action Rifle...
Revolver(louder and sharper than pistol shot)
That's no problem, if your know programing and intrested in a new one for warcraft III, then Jass is it. There is plenty of tutorials around the...
Advanced unit sharing in Scenario -> Forces (might show it, if it does they probably could use it)
But it cant be changed in game.
No you didnt miss anything, i just was doing it "freehand" unless your talking about Loop for integer
But if you storeing them in an array you...
Depending on your situations
Loop for whatever
set unit[For Loop Whatever] = Bla
I dont see any problems with it but what if the hero has two swords? it would get rid of both. i.e. In the Or conditions
Unit - A unit enters region
Custom Script: local location uloc = GetUnitLoc(GetTriggerUnit())
Custom Script: set udg_HireUnit = null
This doesn't really matter much depending on how often a unit is hired. If left once, it will...
I believe that there is a Terrain Deformatation Command in GUI, cant open WE atm so i dont know exactly were it is.
uhhh, setting to;
exitwhen(x == (y*2))
will make the tree killing more often but lasts for the same time
call EnumDestructablesInCircleBJ( range, GetUnitLoc(GetTriggerUnit()), function killtree)
Strange it compiled for me...
Okay I did make a few mistakes... *facepalm
But if the name of your Trigger is "BlazeFury" then
function Trig_BlazeFury_Conditions takes nothing...
Just post the edited script back up, disable the trigger and save your map.