Well, I made a new map from scratch containing only these five triggers:
Trigger 1
Events
Map initialization
Conditions
Actions
Set P1 = Player 1 (Red)
Set P2 = Player 2 (Blue)
Trigger 2
Events
Unit - A unit enters QuestStart <gen>...
The code above doesn't work for me. I created a quest and it was created for all players, and in addition the players got disconnected after that. :confused:
Hi Dino,
You need to be precise in math :)
Since the growth isn't linear or simple exponential, it isn't possible to give an elementary formula.
Should the damage table look more regular, like this:
90
100
120
150
190
240
Then the formula would be really simple (in this case you...
Enable a quest only to specific players
Hi all,
I was wondering if I can enable a quest (so that it is visible in the Quest Log) only to the player who discovered it? What I found out is that if one player discovers a quest, it will be enabled and discovered to all players (even the enemy)...
Make dummy items for shop(s). And then when a Unit acquires an item check if it's the dummy. If yes, drop it and create the real item.
Hope that helps
2) What do you mean by destroy an item? You mean when someone attacks an item on the ground?
Could be tricky. If you use Unit sells an item event, and check if the unit acquiring/manipulating the item is your "Backpack" hero, so you drop the item, I believe it won't work because the Unit sells an item event kicks in before the unit actually acquires the item, so the Condition won't be...
Hm, I think we're onto something. I replaced Trees init event from Map init to Elapsed Game Time 5 secs, and when the map loaded, two players dropped after around 5 seconds, not immediately. I'll try disabling it completely now, temporarily.
Thanks!
I didn't host any other map before. But, just to test this, I've hosted another one, and it worked fine. Hm.
It's a medium-sized map; there are 520 pre-placed units, 87 pre-placed items and around 7500 doodads... The map is made purely in the official WE, v1.22.
OK, here are some of them...
Hi,
The map I'm trying to host is Heroes of Eastern Kingdoms http://www.hiveworkshop.com/forums/resource.php?t=103997. Yes, I made it, but unfortunately, I cannot give the unprotected version as of yet, because I'm waiting results from a competition. I hope you understand.
I also hope that...
No, I never get disconnected. Sometimes, in a game of 2v2, only one or two players drop, and they say that they didn't leave, but they got a message that they were simply disconnected. I immediately hosted again, but they got disconnected again, just when the game was loaded and ready to begin.
Hi all,
Do you know why some players get disconnected the moment they enter the map? I host games over Garena, and it said that their ping is minimal. I hosted for only 4 players, which is ok for my upload speed.
Thanks,
Regards!
You mean, your internet traffic has been capped? I thought I could send you hamachi.
Anyway, I'll give you a rough description of the respawn triggers I used.
The simplest one I've used was this: I used one region, and when a creep dies, it just respawns at a random point in this region...
Hehe, that is surely a bold and a restrictive statement :P.
But thanks. That is, indeed, a great site, and I've already posted my map there.
Are there maybe some other good sites, as well?
Thanks,
Regards!
Thanks :)!
I'll publish an unprotected version of the map, as well, but once I receive results from a competition to which I've sent it. I hope you understand. In the mean-time, I'd like to play it some time with some of you guys, to see how it looks like when there are more than two players...
Thanks, I'm glad you liked it :D!
You mean like the AI controling a hero? I thought about it, but that would be a lot of work, and I don't think it is necessary to have AI in this kind of map. AI is more stupid than a human, anyway.
I imagined this map to be a blend of an RPG, PvP and...