Would the creeps simply stop? If so, run a repetitive check, (Every 0.1 seconds event). Then pick every unit in Region <gen>, (Or playable map area), owned by neutral hostile. If picked unit current order is equal to stop, then order picked unit to attack-move to Destination Point.
Once the...
Well my map seems to be corrupted. I can't play it from the game, it has to be through Test Map. There's nothing wrong with my triggers associated with ending the game, but I still have problems that can be linked directly to them. I'll have to drop out since I won't be able to remake my entry...
Having trouble with some triggering on how my mini-game ends. Once I fix that, I'll add some twists, work more on the terraining, and finally do some polishing.
Area of Effect (AoE) is the radius in which the spell's effects take place to all units or objects.
Setting the AoE to 600 is the exact same thing as setting a unit's attack range to 600.
Actions
Unit Group - Pick every units in (All units in (Region 0001 <gen>)) matching ((Matching Unit) is a Hero Equal to True) and ((Owner of (Matching Unit)) is an ally to (Triggering Player)))
Note: free-handed
Confirmed
Ok so I'm wondering how using Waits for triggers/spells intended to be MUI can be distinguished from triggers/spells that are SUI or broken MUI.
I've seen that doing something like:
Events
Conditions
Actions
Unit - Create 1 Footman at (Center of (Playable Map Area)) for Player...
You don't seem to get where I'm going with this.
I'm not talking about detecting the host, I'm talking about getting the host's system clock and system calender.
Is it possible to not only detect the host of a game, but also their system clock? To even ask further, can the system calender be retrieved?
If so, then this could lead to many new genres of games that can be based on real time and real dates.
Thanks for the advice. I already had heroes have stats gained by a point total of 6. Maximum level is 40. Attack speed is not gained through more agility, 10 agility = 1 armor, 0.01 gain on hp/mana regen per point to str/int, base armor is 1, base hp is 500, all attack animations are the same...
Well I've tried and tried to balance 8 heroes, each with different stat combinations for each primary attribute, and I'll keep trying at it, but I'm wondering if there's a system, rule of thumb, or a tutorial for this kind of thing.
If needed I can provide all information that apply. I want to...
1) I don't play that kind of stuff much anymore, but my favorite of the sort was NOTD: Aftermath
2) Make zombie dogs for speed, flaming zombies for eye-candy, a giant abomination for boss rounds, and necromancers for necromancing.
That would make them vulnerable when having a dialogue box popping up while fighting. Sure your last enemy was killed, but what about another enemy creep or player?
Then again I can have it be opened by pressing esc once at a safe location. Thanks for the idea.