Custom script: set udg_ZTS_InCombat[GetConvertedPlayerId(GetTriggerPlayer())] = ZTS_GetCombatState(udg_Hero[GetConvertedPlayerId(GetTriggerPlayer())])
shouldn't this be:
Custom script: set udg_ZTS_InCombat[GetConvertedPlayerId(GetTriggerPlayer())] = call...
you can use a custom script to check if the variable stonemine[1] is not equal to null. if it is not you should use the second index stonemine[2] and then set the transporting unit to be that so you can have more then 1 stonemine for each player. Also, you can use loops to go through the index...
And what stops you from using illidan's footprints?
Or is that not what you are looking for?
You can always try to remove the particles of that model to achieve what you are trying to do...
So your saying that there are other path's already created for that exact same doodad?
Or do you mean as in the blizzard standards?
Could you send me a link if it is a custom one?
Which one would I have to use if it's a blizzard standard path?
Which path dude 0.o?
Have you tested it...
with commandprompt that is... I know... But you'll have to trust me that this is a custom path for my doodad...
It's 5 px height and 10 px width in a white collor....
So, do you have any idea how I would make a pathing map that can actually be used on that doodad while still being abled to...
... -,-
http://www.hiveworkshop.com/forums/pastebin.php?id=lie96k
do you even have a slight idea of what a .tga file is?
If you don't know what a tga is then you don't know the problem I'm dealing with right now :)
I've asked this same thing on thehive but only 1 person responded and...
Hi all ;)
I'm having a problem.
When I try to create a custom path for a doodad, this doodad can not have any fixed rotations. (Like in rotating 360 degrees...)
This means that whenever I use my custom path for my doodad it only gives me the ability to rotate them to 0 or 90 degrees...
it seems that I have found a solution for the rotation.
The other problem doesnt matter that much anymore. As long as one of the two got fixed I will continue creating my map :)
thnx for the help :D
solution to rotation:
edit -> Rotate Paste 90 CW or 90 CWW
I think you've missunderstood :)
UTM = Ultimate Terraining Map
it uses a lot of custom doodads
with these custom doodads pro's create lots of awesome terrain :thup:
Changing the Z index, roll/pitch angles etc... To create something as one complete doodad.
Now when I select a group of...
1. Is it possibe to rescale a selected group of doodads without having to re-arrange every piece to make it look good again?
2. is it possible to change the rotation of a entire group of doodads without having to re-arrange every piece again?
I'm using UTM and I created a big castle and...
custom script: local NameOfYourVariable
custom script: set NameOfYourVariable = .....
ow oops I did that wrong XD I think :P sec....
hmm seems like would be ok:
custom script: local integer i = 0
custom script: set i = i+1
if u get what I mean ;)
as I said before, the save and load trigger works fine, the problem is:
I cant seem to show a text message with the save code without having someone to type -save...
as you can see this is exactly the same:
Set Save[1] = Total_Score_of_player[1]
Set Save[2] = double_kills_player[1]...
does the right click function work properly? wat if u make the chicken house be a hero and use this function instead?
Hero - Create Egg and give it to (Picked unit)
just make the house be based off a hero... and remove a few things of the hero... ;)
(if that is the problem ofcourse XD)
have you played the map before without people being kicked? because it could be that people get kicked because of an epic lag caused by some memory leaks ;) I have had a map with the same problem... when I tested it offline it worked fine but was a lil bit laggy... but whenever I hosted it...
I know it is fixed but still... why use 3 triggers for something that can be done with 1 trigger?
Melee Initialization
Events
Player - Player 1 (Red) Presses the Left Arrow key
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do...
hey all, I'm having a big problem with aceharts save/load code... What I try to do is: create a save code when the game ends instead of having to type -save everytime to save your code... Now my problem is:
whenever I try to show a code without having to type -save the code is invalid for some...
I have another question on this system:
is it possible to make a code whenever the game ends instead of typing
-save? There won't be a lot of leavers this way ;)
I tryed this:
My game is ending
Events
My game ends :)
Conditions
Actions...
nevermind this thread I already found someone to do this request for me on a other forum :)
someone can close this thread if he/she feels urgent to do so :)
Hi all... I need some help because I have quite a big problem :)
I'm creating a double kill system where you can see a picture underneath a player who made the double kill...
The problem is I tryed using images but they gave me a lot of problems for example: the enemy can see where the...