Many of the icons are the same, the only difference is that some of the icon-names ends with an S and looks exactly the same as the icon WITHOUT an S. Also, i noticed that these "S-icons" have a small black extra frame arounds it.
That is pretty easy actually. Just make the Item Chargeable, wich you probably already done.
There is GUI tag's for this.
A unit is attacked
Attacker is Hero AND HeroUnit has item
Well, just force the Hero to use a charge of the item.
Have some quick questions. Going to make an RPG for more then one player. However, i wanna be able to change map for e.g dungeons etc. I know this is possible for singplayer(Founding of Durotar etc)
Is it possible to do it in multiplayer without people getting kicked, or ending up in 4...
Try using a computer player (For an example Player 2 Blue)
As soon as the hero or whatever enters a sector, damages a unit or even takes damage from a Neutral unit, give the unit to the computer players wich should remove leashes etc.
Also, by locking the color on the unit will make it having...
Hi. Been pretty inactive on this site for a while, but are now back in the saddle again and are currently working on a pretty big RPG project.
However i got some issue i don't seem to find a way around at this moment.
Q: When adding units and heroes i noticed that Heroes have a glow around...
Been a WC3 mapper/moder for several years, but now i follow the tech and advances into Starcraft II editor.
The first thing i noticed is that it is a huge difference in how to create/modify units. Imo it's not that very logic anymore. A unit need so many different files/data instead of...
Well. If you find trouble in adding information to your already existing Multiboard then save the information in it. Delete the multiboard and make a new one. With the old information + the new one.
player1 choses a warrior.
Save Info from board -> Delete StandardBoard -> Create...
Yes. But i WANT it to override the old value. Since it's the same unit who will cast the same spell, the old information is useless anyway. Otherwise i must make a new variable(or use a LARGE array) for each spellcast wich IMO would take more memory.
Unit - A unit Begins casting an ability
(Ability being cast) Equal to Blink
Set BlinkTarget = (Target unit of ability being cast)
Set BlinkDestination = ((Position of BlinkTarget) offset by 100.00 towards...
I've always been careful with variables & specialeffects. Always removing them. First because i most often don't want the special effect to stay. The second is of course to save memory.
Will a variable(point) leak if i use it many times?
For an example. Unit X casts an ability...