Valve just released server.dll with the coming of local play when you play the campaign and bots single player.
Though, there seems to be some problems with it at the moment and the Dota engine doesn't seem to like the modifications according to this thread...
http://www.youtube.com/watch?feature=player_detailpage&v=vlWyK6rs7E0#t=665s
No Browder, Arcade is a fucking piece of shit and there haven't been any communication....
Seems like Dota 2 modding is the future, lets just hope Valve does it right, but considering their past I they probably will!
Original thread http://www.teamliquid.net/forum/viewmessage.php?topic_id=308482 (Repost should be OK since author endorses reposts on battle.net forums and Reddit.)
My own take on this is that I agree with everything he said, battle.net 0.2 is horrible at the moment and we need to vote...
Ok I need a good way of notifying the player that an event happend (MUST WORK WITH GetLocalPlayer(). I DO NOT want a normal text or SOUND. Something other than that is a must.
An example would be good:
Say if player a types "LOL OMG" then something triggers and you get an output saying "LOL OMG...
Splitting Skull
I was bored so I made this spell. It is MUI but you cannot cast more than 1 instance per unit because it attaches data to the caster.
The spell requires: xebasic, xefx, xecollider, xepreload, GroupUtils, PruneGroup
Description (Taken from tooltip):
Creates a skull...
Whats the best way to get the X closest units to a point? (I dont give a fuck about what they are stored in, group, array, whatever because I'll probably edit the script.
(X is configurable so it should just be an argument or something like that)
Edit - Solved it using Prune Group
Shit Code only works on first cast
Someone tell me why this code only works on first cast
scope BloodsTrick initializer init
globals
private xecast cast
endglobals
private function Cond takes nothing returns boolean
return GetSpellAbilityId() == 'A0HG'
endfunction
private...
It's like this, when a unit casts a spell I want to attach an special effect to him on the origin but I dont want the default color and i dont want to recoler the whole unit (If that would be a solution.)
So how do I color a special effect attached to a unit?
I've had the use for a stack several times so now when the modules was released I created one that's easy to use and works well because I needed it :P
library Stack
// This is a basic module for creating stacks.
// To add something to the top of the stack us <struct var>.push(data)...
I have a research in my map that upgrades the lumbering on your workers but I have a problem.
To make it perfect I want it to be like this:
1. You finishes the research
2. Your units gets ordered to return their current lumber
3. When they've returned the lumber their ability gets...
If it's possible then what options do I need to tick to make my orb ability able to target Structures, Heroes and Units? I've tried a bit but I've had no luck so far, right now I can make it able to target either Heroes or Structures (Haven't tested with units.). The problem is this, if I tick...
Note - This system does not handle any physics, this is purely for moving units in different ways.
Documentation:
=====================================================================================
------------------------ Projectile System made by Gwypaas -------------------------
Use...
I've tried to make the user able to specify a function that runs on every timer interval but I'm having problems. If this function would work then "xxx = <value>","before evaluate", "after evaluate" and "create completed" should show up but I'm only able to see "create completed" and "before...
I must be totally blind but I can't find how to get a units base damage... I'm going to work with damage modification but to do that then I need the base damage :P I have a damage detection system in the map but that registers the damage the armor is applied which means that it totally fails for...
This is my system that I made to prevent WC3 from crashing when units without str / agi / int buys tomes. The system works by triggering the stat increase if the buying unit is a hero.
Try buying the blueish agi tome with the peasent and you will see that WC3 crashes :)
LE CODE...
I'm creating a spell that is a half sphere and then it implodes but now I have an extremely weird bug.
When I cast it once then it fucks up totally, when that instance finish and I casts it again then it fucks up but in another way, BUT if I first cast it and it fucks up and then casts it...
I have an ability that gets added through triggers but I want to hide the ability icon at the bottom right part of the screen. The ability also has levels.
How can I do that?
+Rep for correct help :)