anyone heard of loss of control of all units at random while playing a map?
it's not very common but happens every time i test the map online atleast once
it happens to all players at the same time
you can't give any orders to units, but if you do, when the control loss ends (after...
Profligacy ORPG (Beta),
where extravagance is just common sense.
The Beginning
(there’s always a beginning)
Crawling out of a caustic cauldron, you find yourself in a darkened laboratory beneath a behemoth of a city, The City of Solace.
Confused, curious, and wanting to cull your sense of...
Anyone know any common reasons a map desyncs a couple of players at Map Init?
(They dc as soon as the map loads)
100% sure it's not GetLocalPlayer()
I have a few Map Init events and a lot of 0.0 seconds elapsted ones
also using Optimiser ( gonna try hosting without this and see if...
edited:
alright i've updated it so now it only requires the actual stats to be saves and nothing else
but still, i'm getting 40 character codes when i save 5 items with 4 random stats each
is there any way to further shorten the code? is there some way to compress all the stat values so they...
I'm making a spell Fire Blast (ripoff from pokemon lol).
The issue is that the angle I've set the units to be created from a center point is a bit off.
Here's a picture to show what i mean:
Notice how the stick figure is facing the wrong direction? It should be facing the direction it was...
My random number generator is getting the exact same seed every game (using test map AND on Battle.net).
What's meant to happen is RANDOM units are supposed to spawn in RANDOM parts of different rects.
But no, units are spawning as the exact same units and in the exact same spots when it...
The Stygian Crusade
Title not final
I will not bore you with plots.
Terrain: My good friend Jack-Shephered has put some half-assed effort into it as a kind favour, and I have added my own features to it. So far we have a nice amount of it done, and I quite like it.
Here's some...
So, I'm using this system I found:
http://www.thehelper.net/forums/showthread.php?t=98352&highlight=preloading
function InitTrig_Preloader takes nothing returns nothing
set gg_trg_Preloader = CreateTrigger( )
call UnitPreload('H001')
call AbilityPreload('A001')...
I've been looking into how to null a returned handle var.
eg.
function hithar takes nothing returns group
local group g = CreateGroup()
...
return g
endfunction
I've done some searches, and am getting mixed messages here.
Source...
So after I have smoothed out all of my aura issues, it turns out when I level up (via triggers) the unit aura that my hero has, the aura stops giving its buff to everything.
The aura does level correctly. (based off command aura)
Yes, all 25 levels have the same targets allowed fields.
I have...
OK, so I've tried this on two different auras now, and both auras on two different heroes.
Right clicked the aura, made a custom version of it in the ability editor.
Left it as default.
Gave it to my hero in the unit editor.
Tested the map.
Guess what? The aura icon doesn't...
So I've been thinking of several ways to do custom auras, but they all seem to be pretty dodgy (never made 'em before).
I really can't be bothered doing it the ways I have thought of so far. So is there some easy way I am overlooking?
Basically all my aura has to do is give +spell damage...
I'm sure there is someone with enough preloading experience to answer my question.
I am to have several heroes in my map, who will each have 6 abilities, and these abilities will each have 50 levels.
I would have loved to simply use level 1 abilities, and scale them dependant on the hero's...
When you hover the mouse over a unit's armor icon, there is a field called "Damage Reduction: #%".
I would like to know if it is possible to change the "#%" text, as I can only find the "Damage Reduction:" text in gameplay interface.
To anyone that has played DotA, do you have any clue what the mechanics behind the creeps AI is?
It may not be the best, but it sure beats normal wc3 AI when you attack move some units..
What I'm talking about is for example, when you attack an enemy hero with your hero, enemy creeps nearby...
I made this rough bit of code to test out making a multiboard for each player, however it only displays a multiboard for player 1. All other players (2-10) do not ever get a multiboard. (The global mb array is an array of size 10)
function Trig_Display_Actions takes nothing returns nothing...
I looked into the gameplay constants to see what I could do about how much damage reduction you get from armor points.
Sadly I could only find one constant which isn't helpful to me at all.
Basically because of the formula that constant uses, no matter what I do with it, added damage...
Quest Template by eMootootoo
So basically here are the features and cons of my system:
// Some features include:
// - Easy to fill out configuration to set up quests quick.
// - The whole system is click based, so to interact with a quest giver, you click the quest giver while your hero is...
So basically the trigger loops through all the units with the QuestGiver ability on the map, and sets up their structs. It also makes the TalkToMeGREY.mdx model above the units head.
It works fine, besides the fact that one unit never gets the model above its head. I made text tags to show me...