Here's the challenge I'm having:
Whenever you combine the Village Rough Dirt with the Ashenvale Grassy Dirt, you're supposed to get an image like this:
http://www.ukimagehost.com/uploads/e409f68c1c.jpg
However, the problem is that on my map, I've been getting images like this...
This is a minor, but annoying problem - I recently got 1.5c and now it won't ever test map in full screen mode. The Grimoire "Start War3 in -window" is checked off, and I tried with both -opengl and without it. This wasn't a problem for me with 1.5b...Is there any way to get my test maps to full...
One annoying feature of WE I've noticed on multiple computers is that when you zoom out too far, more and more of the screen becomes black until you can't see anything anymore. It's certainly not like that in-game at all, and makes terraining/cinematics very difficult sometimes.
Here's what...
I'd like to write a trigger where a player who uses the wheel, instead of zooming in like normal, switches between in-game "Camera 1" and "Camera 2"'s. Is there any trick to detecting either the scroll wheel input or the resulting default camera zoom-in?
You're playing an amazing map, and having tons of fun. The map has a clear beginning and end; but unfortunately, there is no way to save your progress and the map keeps going on and on. You want to reach the end, but it's going to take a while longer. How long could you stand to continue playing...
Let's say there's a spell that creates caravans that channel lightning between them:
As individual caravans move around in different directions and speeds, the lightning channelling between moves with them as well, changing the overall shape of the formation.
The question is...
The two triggers:
test
Events
Player - Player 1 (Red) types a chat message containing 1 as An exact match
Conditions
Actions
Set testint = 0
Trigger - Turn on timer <gen>
Wait 0.60 seconds
Trigger - Turn off timer <gen>
Quest...
OrbShotMovement
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set testpoint = ((Position of testunit) offset by 256.00 towards 0.00 degrees)
Custom script: call RemoveLocation (udg_testpoint)
Basically, I want to know if...
This seems like it would be a common problem, but my search through other topics didn't lead to a specific solution.
How would one accomplish a basic channel-based spell where you just have it deal X damage, where X is equal to the caster's attack damage?
Basically, I wanted to create a spell that would:
1. Shoot out orbs/bullets in all directions
2. Instead of AOE damage, whenever an enemy unit touches a bullet, the bullet would explode and deal damage.
In essence, the spell would be very similiar to a top-down shooter, where bosses fire...
For instance, I hear that maps made in WEU often stop working when new patches for WarCraft III are released.
Apparently NewGen also has the ability to increase maximum map size to 480x480, although it seems like a new version of NewGen must come out for each new patch.
Basically, I want...
I want to especially stress that this isn't the problem where graphics are invisible in the World Editor (which just takes a restart to fix). I'm pretty sure this is a very unusual problem.
I tried playing my map on friend's computer today and in the game, instead of displaying all the...
I've been having a really hard time with this. Here's some stuff that hasn't worked:
1. Putting "attack 2", "attack,2", "attack - 2", etc. in Art - Animation Names. Apparently the object editor can't use a specific of a random animation like "attack".
2. Trigger, where Unit Starts the...
The rest of the spell is easy enough, but:
I'm talking about the long red line that trails the Juggernaut whenever he blinks from one location to another. I don't think its a lightning effect, it looks like a missile, although maybe it's too curvy...Do they create a set of dummy units at...
I did a search through the topics here, and the consensus seems to be that you can modify the scaling of the Avatar ability just by having a trigger like:
Events:
- Unit begins casting an ability
Conditions:
- Ability being cast equal to Avatar
Actions:
- Change (triggering unit)'s...
Link:
Basically, in the situation shown in the image above, the default AI will not attack the barricades blocking the towers, but instead will try to run around the towers, and all fit into that little opening in-between the barricades in the back. Instead, I'd like it so that the AI just...
I'm trying to make an ability based off of defend, but the problem is that the "Cooldown" field in the Defend ability doesn't seem to be working. No matter what I set it, the unit can still defend and undefend as much as they want. Ideally, what I'd like is for a unit to be able to cast defend...
Like for example, I want a trigger that's like,
Events:
A player selects a unit.
Conditions:
(Triggering unit) equal to Unit 5050.
Actions:
Send to (All Players) the Quest Message: "This is working!"
The problem is, the only choices available for all the Player events are Player...
Basically, I'm trying to extend the hero inventory in my map from the default six slots to at least ten. I thought a system where I have each hero start out with a "Backpack" item would work, where clicking the backpack would swap out all the hero's current items with the backpack's items...