Thank you for helping me Accname.
Here is a screenshot of Scenario>Player Properties (attached)
It's all good there apparently.
I found out I can open the map in WE, is just not loading the players panel in-game.
All other maps are fine, only mine is trolling.
Hi, suddenly my map stopped showing players on the lobby, look at the image attached.
This is what happened:
I opened the map in WE after some months of not working on it, changed a few small things
and saved it.
Then the errors started.
1. UMSWE
In WE, when I go to menu UMSWE, I hit...
i spent a lot of time trying to get that effect, i got nothing but a strange combination using Create Corpse ability with 1 max corpse, then by trigger i enable and disable the ability to make it go on cooldown. (or something like that, i cant remember)
right, i know, what i mean it's my functions to behave like a BJ within my map.
Using that "highlightning" works but do i need to import the .j file too?
Because that tutorial says to write the functions on a local .j file. but will it work for others players who don't have the file?
edit...
hi, the thing is i have my own function for adding gold to players
and i'm trying to add this function to the autocomplete list in NewGen
like this
so i can type SetPlayerGold ( aplayer, anamount )
i already have the function declared i just want the autocomplete
anyone knows ...
i would use trees with different model to simulate rock or meat, so workers can gather and return resources properly
to solve your problem probably the goldmines need the undead classification
also check the Gather(acolyte) ability, set its Targets Allowed to Air,Ground and uncheck Undead.
It...
for damage use the ability item attack damage bonus with 30 levels or more.
at level 1 put 0 bonus damage, increasing by 10 or 5 each level.
then u increase the level by trigger giving the ability to the unit if doesnt have it.
for armor u can do the same, the ability name is item armor bonus
I tried already using dummy shops dynamically created for the buying player when he opens the shop but new shops have a annoying delay to start selling items. (disabled items saying 'requires nearby patron')
I can detect who's trying to shop cause i have a 'main shop' on my map that sells dummy...
hi, if i have my hero shared and someone else buys an item with him -like a potion-, how do i know who bought it ?
on event EVENT_PLAYER_UNIT_SELL_ITEM i get this values
GetItemPlayer( GetSoldItem() ) returns the shop's owner
GetTriggerPlayer() returns shop's owner too
GetBuyingUnit()...
also uncheck any random rotation/variation the object has.
and if you dont need it, remove its pathing.
if somehow it doesn't work, use its model on a unit.