Simple:
Put a barrack in your map.
Place your model infront of it.
Place 3 footmen, and a death knight
Scroll down, and move in close, so you get the image like you want it. Screenshot.
Make your loading screen :)
I guess I could do it for you if I had your map with your models in...
Think I also messed AceHarts reply up... damn this is mighty fucking complicated for my little head.
Track3rd
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Track
Actions
Set DistanceUnit[1] = No unit...
Track2nd
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Track
Actions
Set TempInt = 0
Set TempReal = 1000000000.00
For each (Integer A) from 1 to 2, do (Actions)
Loop -...
Thats what I had in mind, since I've seen it some done somewhere before. Just don't really know how to do it :)
Edit:
I now got this, how do I pick the 2 lowest? Thx,
Track2nd
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to...
Wha'? What unit group?
That's done so it can find the closest unit.. if it doesn't set it, then the TempReal would never become lower, indicating the closes unit.
You want to create a special effect, and then destroy it later?
http://www.thehelper.net/forums/showthread.php?t=120427
My tutorial, it got graveyarded but it has always worked perfectly for me.
(Its GUI btw, rather simple if you ask me)
Hope you find what you are looking for.
-Lindenkron
SOLVED
Track2nd
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Track
Actions
Set TempInt = 0
For each (Integer A) from 1 to 2, do (Actions)
Loop - Actions
Set...
Anyone know a link to a jump spell, 100% leakless can be vJASS / JASS / GUI, I don't really care, as long as it doesn't require NewGen or any compiler things...?
Tried search, couldn't find anything, would appreciate some help :)
-Lindenkron
Then I suggest you make your on map, since that doesn't exists to my knowledge.
It's the score for the wolves:
Buildings killed, Units killed, Deers killed. (Deers can get ressed in middle)
I was told that:
GoldBounty
Events
Unit - A unit Dies
Conditions
((Killing unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal...
It's alot more attractive to be wolf (which in some tag maps would be grunts, infernals etc) in this map, then it is in other maps. It's usually an issue getting "taggers" to stay, but in this map what I've been trying to achieve is a way of "customizing" your own hero, so it has the advantages...
Thanks Zaraf. That was extremely usefull! +rep :)
I have a map where I need the gold income to be "steady" rising.
Gold bounty = Increases by 1 per 5 minutes
Point value = Steady (Depending on the units point value) to decide what class the unit is. The higher point value, the more gold)...
I'm having abit of an issue here... And quiet frankly, it's one of the few times where I'm completely at a [This is as far as my knowledge goes] stop.
What I need, want, would like, is a 'diagram' so to say, showing different values in a form at different levels etc. Ill try to give an...
Will try that.
Ontop of this, does anyone know what to set in the "Targets allowed" to target all your own units, but not team mates units?"
Self only works on the unit having the item. I want it to work on all his units, just not team mates units.
Edit: Found it. Thanks all :)