ACK my map is full of those
that's crappy .. its so much easier to have multiple returns in a function
does this only cause the map to not compile properly in 1.24 .. or does it also not work at all when played in 1.24 (if compiled in an earlier version)
I read the changelog and can't find anything about needing to declare arrays differently
it's not a mistake .. it all compiles / works fine in 5a but gives an error in 5d
i have to get on the other comp to get the code if i'm to post it ...
With 5a my code compiles fine but with 5d I get an error inside a function where i declare an array of structs .. specifically where I set the size of the array like this: [12]
Why is there a difference here preventing compiling in 5d but having it work in 5a? Is there a new way to declare...
I could just sit myself down and code it .. but does anyone know of a JASS system that easily sets the movespeed of a unit > 522?
I realize that this requires specialized code to do a kind of "sliding" effect .. I'm just wondering if there is a system already out there I can use or if I have...
This is true. I'm not sure how best to streamline gameplay further, but if there is any way to make it smoother I'm certainly down for that.
I wanted to do this so that units could retreat after an attack. The blue move squares should make it noticeable that it's still your turn, I'm not...
i don't underrstand how creating a unit with no model is helping me get any closer to what i want to achieve
is there any way i can use GetLocalPlayer to do this?
maybe set the vertexcolor (transparency) of the locust for the local player ?
so apparently creating a locust, giving it ghost, and sharing its vision doesn't actually share its vision .... =\
So I want to create locusts .. visually hide them from certain players and show them to others.. is there any way to do this? UnitShareVision isn't working :(
So my map seems to randomly desync players... never players that are playing with me in my minigame (the host), but it will desync players on other minigame boards
here's what's happening:
Randomly: ALL players on a minigame board will disconnect.. at the same time.. and it only happens...
Game information and download:
http://www.strategicadvancegame.com
Strategic Advance is now in beta ! :D
But I need your help!
I just recently started testing the map with more than 2 people playing and I'm finding a ton of bugs.. some way worse than others.. Since these bugs only come up...
How does one do this?
I've been trying setting the vertex color (transparency) but it seems like the transparency setting there does nothing at all...
hmm NM it seems to be working now :o
sorry
Is it possible to change a unit's icon using triggers? or perhaps just gray it out? (the icon seen at the bottom of the screen when the unit is selected in a group)
I had thought about possibly morphing the unit to do this.. but I have a number of triggers that check specifically for the unit...
I'm not working with a global group
It's a local group
I create it each time a unit is selected, and destroy it just after I get the count out of it
I recently added some code to tell me which units were selected for debugging and the units can be incredibly random and strange =\
Edit...
What is up with the selection event?
It seems to sometimes mess up.. if you call GetUnitsSelectedAll (Get units selected by player) it will sometimes get the correct value (the selected unit) and sometimes will come up with more units for seemingly no reason at all
the thing is though, its...