E: Found it. It's under textures\(tileset)Natural
It's a bunch of doodads smashed into one texture, so be careful if you plan to edit it.
Does anybody know where to find these? I need to retexture them due to them not really working with the autumn theme I'm working in, but the texture...
Is there a way to place units so they're snapped onto a grid like buildings instead of 'free-moving'? I want to fill a field with wheat, but it's nearly impossible the way I'm doing it now.
Is there any way to import and export WC3 models in 3ds Max 11? Everything I see doesn't work for 11.
Also, sorry if this isn't the right forum, couldn't figure out which one was correct.
Problem solved. The buff was removed when it died or something, but keeping track of it via unit groups worked.
I have the buff properly set up, the ability costs no mana, has no cooldown, is instantly cast, uses no animations, and the dummy has the cast point and backswing set to 0...
Just what the title says, I can't figure out how to get people to be forced to talk in observers (or, hell, just starting in observers would be fine). I've already got the chat-hiding system, but I need the people to talk in observers or have a way to blank their chat out of f12 without putting...
Solved
I needed to hide the multiboard instead of showing it.
I'm trying to get a multiboard to show for only one player, but I can't seem to figure it out. It shows it for all players. My trigger:
Create MB Red
Events
Time - Elapsed game time is 0.01 seconds
Conditions...
I have a trigger to randomly spawn trees around the map for my initialization, but the trees spawn on Village - Dirt even though I've set it not to. Here's my trigger:
Init Trees
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Set...
...The title's a bit of a mouthful. But hopefully these triggers will explain it:
Plague
Events
Time - Every 0.25 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) matching (((Matching unit) has buff...
I'm trying to achieve this:
A unit is infected. During this period, he's infectious. After a certain amount of time, he starts taking damage. I can't figure out how to individually pick a unit after a certain amount of time's elapsed - I'm using USMWE and EGUI with Newgen, if that helps.
These...
My map plays just fine when I play the unprotected version, but protecting it with Vexorian's Map Optimizer results in a 'Game Not Found' error. Does anybody have any solutions to this..?
I've been searching through threads, but whenever I try to use local player to set the transparency of picked unit to 100% for the owner of picked unit, it isn't working. How would I go about doing this?
I'm working on a projectile system, and it requires creating a 3d sound every time you fire. But there can only be one sound at a time, IE someone fires, and a second person fires before the sound is over - the second person has no sound when he fires.
This could be a problem if twelve people...
Solved
Stacking
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Shotgun Shell
Actions
Set BulletType = (Item-type of (Item being manipulated))
Set BulletCharge = (Charges remaining in (Item being...
If I have a dummy projectile unit with immolation, how would I detect when it damages a unit with its immolation so I can remove it?
Also, is there way to do pathability checks in GUI?
My map runs perfectly in Newgen World Editor, but when I go to play it in-game it says 'Game not found.' I have no idea what could be causing this. It's not EGUI, because I tried removing that and it didn't fix anything, it also doesn't have any EGUI functions in the map. It's just this last...
So I've been trying to find a way to add (or subtract) these values when red uses an ability on a unit:
Attack Speed
Hitpoints Regen
Mana Regen
Mana
Hitpoints
Damage
They work off a real value that changes when red types a code.
(-hp xxxx, -damage xxxx, etc)
Hitpoints
Events
Unit...
So, I'm trying to make it so when you cast a spell the camera (of all players) pans to the place the spell was cast.
Instead, it pans to the center of the map and I can't figure out what's causing it.
--Events:--
Unit - A unit Finishes casting an ability
--Conditions:--
(Ability being cast)...