I know it's a late response, but if you really want to have "even random" numbers, use a stack, fill the stack with the numbers 0..n, then remove a random number from the stack, until it's empty, and refill it with numbers from 0..n, that should give you "even random".
EDIT: Also, a quick...
Detecting some maphack features aren't really that hard. Just take a look at the one that reveals the whole map, one easy way to get rid of that, is to place a corrupt model, just outside an area of the map, somewhere where you can't explore without cheating. Or, a less aggressive way, is to do...
Object Editor->Abilities->Neutral Hostile->Heroes->Attribute Bonus
ReplaceableTextures\CommandButtons\BTNStatUp.blp = AttBonus with Border
ReplaceableTextures\PassiveButtons\PASBTNStatUp.blp = AttBonus as Passive
EDIT:
I thought i might aswell point out to you, that there's a search function in...
I see it everytime i start a map, i'm unsure what it is, but i know it always appears exactly at 0.00, 0.00 whenever a map starts. It might be some sort of preload thing, to make sure there's no lag the first time you right-click, but other than that, i'm clueless.
I can't give you a series of screenshots, but i can tell you, that all you have to do, is extract the contents of Interface101 into your warcraft III dir, restart WE, and the fields should be there.
I'd suggest you open up the object editor, find the units you want training. Make a copy of them, and name them something like harmless. Locate the damage fields, set Damage Base = -1, set Damage Number of Dice = 1, and set Sides per Die = 1.
Then you create a trigger with the following...
Read it like it's written. It's the priority the ability have when you try to steal the buff it makes. Doesn't affect anything other than if you use spell steal on the unit.
Very nice FPS :) Watch out with using fadefilters tho, cause if you want some real environment lights like in the FPS of mine, it'll make fadefilters all black sadly. But if you're not going to use that then it's okay. :) I'm the maker of RtC btw and i agree, not everything has to be about RtC...
My mod is made using custom natives from the RtC pack, which means a 3rd party executable is required. It doesn't work in multiplayer, since the mouse coords doesn't sync at all. But another part of RtC is a set of WinSocket natives, so coding a multiplayer engine for the FPS mod is very...
Hey,
I'm currently working on an FPS system for Warcraft, using a project called Reinventing the Craft, which is also a thing made by me, and I figured I'd try and show it around, and see what people thinks.
BpSKqJ9yL5M
- MindWorX
Well, i'm concerned about it showing "GLOBALSTR_161" ingame, as it looks like it's trying to look up a global string, rather than a trigger string. I don't have time to look at it right now, since I'm leaving for two days. But I'll take a look when i get back.
EDIT:
I'm sorry for the late...