--Note for upgrades--
Although any players from a team can control structures that provide upgrades, this system still have limitations, one of them is, only 1 player at a time clicking a structure can make the upgrade
second, when clicking an upgrade, the time interval is zero, upgrading the...
Take Damage On Lava
Time - Every 0.10 seconds of game time
Set UnitGroup = (Units in (Playable map area))
Unit Group - Pick every unit in UnitGroup and do (Actions)
Loop - Actions
Erm... I tried to make an FPS camera and sometimes the camera will pierce trough the terrain... in order to fix the "bug", i tried to use the function "camera - change camera height".
So my questions are :
1.) what is a camera height?
2.) What is Camera Z source? Is it related to camera height...
im done with it...
the problem is say for instance i got 3 units that'll damage the target unit in random, and i store the target's action in the variable.
First turn : target action code 1
Unit 1 deals 50 damage
Unit 2 deals 60 damage
Unit 3 deals 40 damage
Second turn : target...
I mean, all random using. For example when you use a random real between 0.65 and 1.35, it may be the same several times. SO I thought it must hold the same pattern. is there any? Because it become annoying to get the same number again and again for some conditions.
UGH, as shiny as it penetrated my eyes O_o
Love the pillars........ how could u put it together like that?
-The ferns seemed to look like plastics compared 2 the others.
-Is it just me or i did see that the left side lightning are excessive compared 2 the right?
ic... that's a value about.....
increment per lv
and base value
if i set :
base : 5
increment : 2
so at lv 1 it'll give 5 armor
at lv 2 --> 7armor
at lv 3 --> 9 armor
at lv 4 --> 11 armor.
Got it? then u should add the armor to the unit.
all items r tomes
when u use da item they r combined that way.
(tomes means used on accuired)
Yea, needs a hell lot of effort,
a trigger to give the exact item when tomes accuired
another 4 the combining
another one when u drop da item (replace with tomes)
and such n such n such,.,,
Alternatively, you can
1.) make a dummy Flame strike ability so don't bother with it
2.) ya, make the effect removals.
Something like... set
FS_remove[A] = last created special effect
COunt[A] = 10
then decrease the count every second and destroy da effects after it reched 0.
you dare to use wait = not recommended.
Try to take some sliding system some mods had made.
It is not MUI....
Fixing = make some count system that'll turn da trigger off after it reached some time.
Removing dummies 4 what?
It will cause the target to move alongside the facing od the caster...