Oh.. people are going to hate me for saying this, but let us code in LUA instead of JASS at all. If too many people hate LUA, then like Nestharus said earlier, C++ or C# - as long as it's a language that's versatile, not 5 languages for one game.
[Resolved][Question] Order redirection crashes Wc3
For a warcraft III map, I'm creating a system to have a "party interface".
Each player has only one hero. When all players have selected their heroes, the system spawns a dummy unit for each hero for each player (none for their own heroes)...
This is 3d party software that "hacks" into the existing worldeditor to add options. The mechanics used to integrate into an existing program look similar to a virus, as far as antivirus software is concerned. I had the same problem with my Sophos, I couldnt even put the files on my pc, for it...
Ah yes, I totally forgot to mention that.
The server used is "Northrend Europe" and the times will be probably be in the evening, GMT +1. However, when the testing will be done depends mostly on when people will be available. I'll add this to the topic post.
Since I'm not very advanced at JASS yet, I can only tell you about GUI.
In GUI triggering, it's not possible detect wheter or not a unit is near an item. However, using triggers, you could create a dummy unit on top of every item of the type you want to be auto-picked up. Assign this dummy unit...
What exactly do you mean by the "Smart Command"? It is a known fact that the Warcraft III Engine doesn't handle many units at once well. This means that if a player moves many units at the same time, the advanced pathing calculations that the engine uses start intersecting for those units...
Hey guys, I have a feeling that not too many people read the reply to a post concerning my map at the "Member's Projects" forum, hence I post my question here. A lot of work has been done on my map lately. Finally, we've come to the stage where we can start testing and balancing the map! Since...
Playtesters needed
Hello again! A lot of work has been done on my map lately. Finally, we've come to the stage where we can start testing and balancing the map! Since there's a lot of new content, we need some thorough, effective testing. I've let this be known through this thread a few...
Well, I'm fixing some issues for 6.0.41 right now; the endgame is nearly done, just a few small bugs to work out. Still need those playtesters though. :p
Unfortunately, we keep getting delays because Überplayer is having some trouble wrapping the code up. I'll send Rheias an e-mail again to see if they can work it out together. With a testable version, they can start on the AI as well. :)
I've gotten the file from Überplayer shortly after I posted, thanks though. Please take the link down to prevent maluse. I'll give it a thorough testing and talk the issues I find through with Überplayer so he can fix them.
I really don't know what's wrong there, it really should work, we can all open the map just fine. If needed, I'll resend it once I get the latest version from Überplayer or Doomhammer. I'll e-mail you anyhow.
Please e-mail it back to me, I haven't caught Überplayer online yet.
Time to work...
If all goes well, Rheias and Überplayer will be able to wrap up the coding by the end of this week. This means I'll have a fully functional map, with only the AI missing. Naturally, the next move will be to balance the map and add in some more goodies, such as the AI, cinematics, etc. As for the...
I can't send you a PM, the forum won't let me. Also, I had best send you the entire map, since it's quite a lot of code all together. Finally, you can't really play-test the version we're working on right now. The latest release is a pretty old one; still using only GUI triggers. The latest...
Okay, a problem has come up. While Überplayer was converting the GUI, he found out there's some problems in the already existing JASS code as well. He has talked things over with Doomhammer, and we can not easily seem to resolve the issue. Rheias, you're a skilled JASS-er, can you contact me and...
Like SaintMorose sais, it's better to get a working version of your map out first. If then the game is good, you could always try and attract some people to help you create the resources needed. Also, there's a pretty good chance that there's samurai's around already. Check sites like...
Well, you can play the old version found www.sczonecontrol.nl. Mind you, that is a really, really old version compared to what we're working on right now. But it does have the same basics; models and feel. The AI used in the map online is my self-made GUI AI... (imagine how those triggers look)...
Well, there will be a shorter intro cinematic which can be chosen at the start, to introduce the map to new players, as well as a bigger cinematic at the end to show the map off. It will be an option to view after the map has ended. I've had this in the previous versions as well, and people...