Unit - Create 1 (Random level 1 creep unit-type) for Neutral Hostile at (Center of (Playable map area)) facing Default building facing degrees
How do I make it select from all of the creeps instead of just the ones from the tileset I am using?
Hello,
I was wondering if it was possible to stop the world editor from sort of freezing when I change a units property. I have noticed that it only tends to happen on the fields which take strings.
Anyway to prevent this?
Thanks,
Adam
Does this leak?
Game - Display to (Player group((Owner of (Triggering unit)))) the text: (You have stolen one life from + (Player_color[nbr] + <Empty String>))
If so, how do I clean it up?
Thanks,
Adam
Hello,
I have these 4 damage types:
Human
Orc
Undead
Night Elf
And the 4 armour types:
Human
Orc
Undead
Night Elf
Now one damage type has to do 150% too one armour type and 50% to one and 100% to the other too.
I need ideas as too which combinations will make the most "sense".
I am working alot with projectile motion at the moment in my map and so far I dont seem to be able to make a projectile fly at a certain height no matter what the terrain is like.
Let me attempt to explain with rubbish drawings:
Correct:
-------------------------------------------
-----\...
scope Trees initializer Init
globals
private real X
endglobals
public function Loop takes nothing returns nothing
local destructable d
local real MaxY = GetRectMaxY(bj_mapInitialPlayableArea)
local real y = GetRectMinY(bj_mapInitialPlayableArea)
loop...
native SetPlayerState takes player whichPlayer, playerstate whichPlayerState, integer value returns nothing
What does 'integer value' mean in this native?
Will this function remove 'Player 1' from the force 'bj_FORCE_ALL_PLAYERS' aswell?
set udg_PlayerGroup = bj_FORCE_ALL_PLAYERS
call ForceRemovePlayerSimple( Player(0), udg_PlayerGroup )
If it does, how do I get around this?
For some reason I am getting a fatal error with this trigger:
scope Projectile initializer Init
globals
multiboard MULTIBOARD = CreateMultiboard()
real VELOCITY_X = 0.0
real VELOCITY_Y = 0.0
real VELOCITY_Z = 0.0
real X = 0.0
real Y = 0.0
real Z = 0.0...
function H2I takes handle h returns integer
return h
return 0
endfunction
function Create_Trackable takes string trackableModelPath, real x, real y, real facing returns trackable
local trackable t = CreateTrackable(trackableModelPath, x, y, facing)
call...
As the title says.
function Trig_Dialog_Button_Actions takes nothing returns nothing
local integer i = 0
local force f = CreateForce()
if GetClickedButton() == udg_Dialog_Button[0] then
//Do nothing.
elseif GetClickedButton() == udg_Dialog_Button[1] then...
Hello,
I have this code:
But when I play the game and select one of those dialog buttons it doesnt seem to set the alliances. Is there some options I have to have set to allow alliances to change ingame? Also, the Allies (F11) button cannot be clicked ingame! :S
Thanks,
Adam