Animation indexes are included with the model, each one is different. The 'Attack' anim might have index 5 for a Footman, but index 2 for a Peasant. Just make a script that plays unit animations when you select a unit, and shows what index it is currently showing. That, or you open up the model...
function LocalVars takes nothing returns gamecache
// Replace InitGameCache("jasslocalvars.w3v") with a global variable!!
set udg_myCache=InitGameCacheBJ( "jasslocalvars.w3v" )
return InitGameCache("jasslocalvars.w3v")
endfunction
Try this:
function LocalVars takes nothing...
(GetWidgetLife(GetFilterUnit()) > 0)
Just so you know, the cut off for a unit to be dead is actually .405, meaning you could be getting dead units. Plus, you might use
GetUnitState(GetFilterUnit(),ConvertUnitState(0)) > .405
instead, because the engine still has to type check to see if the...
Could you lighten it up for the next picture? It's a little too dark :(
Looking good so far, but...machine gun thingies for a highly advanced space craft? Think more along the lines of laser beams and stuff :P
That one looks pretty cool but it might be too dark. It just might come out as a pile of dark ink when you print it :P
I'll give it a shot I think (will you be printing in b&w or color?)
I think the texture should be the same brownish, but smooth and shiny. And the coils, if they are the method of propulsion, should be able to rotate and swing around a bit, and some detail should be added so it makes being able to control them logical :D
Looks really cool, can't wait to see...
Actually, hero attributes are integers, not reals.
@casket
If you already posted a topic on something, then bump that instead of making a new one. If you don't know where it is, use the Search tool. Thank you :)
Yes, and yes.
Just remember that trackables, whether you make them invisible or not, take rendering power and/or memory. Not to mention that you need to use the gamecache to fetch handle values like coordinates and the like, so don't plan on using these in an intense high-action or large map...
function FlyDie_Cond takes unit u returns boolean
return GetUnitMoveSpeed(u) == 0. and RectContainsUnit(gg_rct_region_336, u)
endfunction
Instead of all your condition functions...
Even better yet you can use it directly, since it's not a boolexpr:
....
if GetUnitMoveSpeed(u) == 0...
.......
Trust me, the Tft editor is limited enough...
It's just that Blizzard decided to "forget" to remove some of the Tft-only stuff from the Roc editor, forcing it to be a w3x (tft map) file as soon as you save. It's just a way to try to get you to buy the expansion.
If you have the Tft...
Hmmm, I don't what that could be. WE's syntax checker isn't that great, JASSCraft's is a step up, plus the fact you don't have to worry about the crashes the syntax checker in WE sometimes causes when trying to enable a disabled trigger, save or test.
It will just make the player who's hero entered the region make all the Alliance guys as enemies, which is what you want, but the Alliance guys won't automatically treat him as an enemy. So, it works half way, so what you want to do is add another action making Alliance players treat the player...