I'm the author of Mazing Contest, and this post explains the gist of the antiblocking code: http://www.thehelper.net/forums/showthread.php?p=717370#post717370
I am the author of Mazing Contest. Romek's explanation is correct. If you'd like to see a demo, I posted a sample map before making Mazing Contest here:
http://www.thehelper.net/forums/showthread.php?p=717370#post717370
This is just a demo; the code leaks and has not been generalized to...
Perkey, I won't add that to the tutorial, but the Labyrinth map attached to this thread includes one random square room in each level's maze. Perhaps that could help you figure out how to add that feature.
Well, I am the map author
and I converted everything to JASS with randomized variable names as a way to lock the map. (I use a Mac, and there are no good locking tools for the Mac.) So it's not really surprising that the code is hard to understand.
Glad you like it though!
Wolf_Soldier, as saw792 said, set the Map Editor preference not to use a fixed random seed.
Note that no matter what you do, the mazes will be always be random in Warcraft III even if they aren't in the Map Test function of the World Editor. So don't sweat it.
Hey folks,
I made the attached map. There are ten rounds. In each round, there are some randomly preplaced towers in each player's square, everyone starts with 5-30 gold and 0-2 lumber, and everyone has one minute to build a maze from the bottom of the square to the top using blocking towers...
Yeah, that's probably the only way. Why do I want to do it? I'm making a mazing contest, where each round you build a maze within a small square and at the end the towers are cleared and you build a new one. The problem is that it's difficult to see which paths are still open without foundation...
As I said in my first post, I want it to have a ground texture. I just want the texture to fade faster or disappear instantly upon the building's removal. Anyone know how to make that happen?
I tried both. None of the Decay Time constants seem to affect the fading of foundations, and Remove Unit leaves the foundation behind as well. I've even tried moving and/or hiding the unit before removing it. Nothing seems to have an effect.
It takes something like 10 seconds for the foundation graphic of a building to fade from the ground after the building has been removed. I'd like to change this to around 1 second. Possible?
Note - I want the foundation graphic to exist while the building is alive as it usually does; it's only...
Use a for loop, from 1 to 6. Like so:
Actions
For each (Integer A) from 1 to 6, do (Actions)
Loop - Actions
Hero - Drop the item from slot (Integer A) of (Triggering unit)
I am. In the works: Ring of Recall, Staff of Destruction, Boots of Speed, Pendant of Safety. None is a charged item; they have cooldowns, and you buy them at stores which are randomly placed one per level.
Definitely doing that. I've got a gold stealer, item stealer, and paralyzer in the...
Yeah, I was thinking about this, but I think it makes the gameplay less satisfying. It's nice to know where the monsters are and plan around them.
Actually I'd already scripted it so the demons can kill rocks. If you're on the opposite side of a wall from them, they will often attack the...
Easiest way to disable this is in Advanced > Gameplay Constants. Under "Creeps," take all three fields about returning to guard point, and set them all to 9999999.
EDIT: Here:
There's also a way to do it with AI triggers ("ignore guard points"), but this is an easier and more foolproof way.