sorry but i have to revive this topic.
i did it with the "give control to CPU player" method, but this brings a big new problem: Moving lag.
The map i am working at right now has very big amounts of units beeing spawned, after much testing i found that i needed to have 5 Computer...
that doesn't sound like what i'm searching for, it makes the units stop instead of not accepting commands, including a last command method it should be a good work around, but i've seen it done in another way: uncontrollable units which are still selectable
Locust will also make it unselectable, but it's important that the units still are selectable.
using a workaround is what i do right now, so i don't need another one.
but i have seen uncontrollable but selectable units in maps like "castle fight". thats what i want, too
the buttons disappear when you add unit type ward, but you can still issue commands.
i want the buttons to be disappeared and no commands to be issueable by the player
I've seen that there is a way to remove all commands from a unit and make it trigger-controlled only.
In Most maps only the selection will be removed or made impossible, but how to select a unit, without the possibilities to issue new orders?
thanks for your effort again that really helps me.
So what are the most typical/best working Damage Detection Systems out there?
why should anyone dislike those? from my POV using buffs for timebased things is a great advantage for people playing the actual map later on
hehe i think i...
thanks for the list, but just compiling a list of Library Names is not really what i was looking for in this topic.
it'd be nice if you could add why you needed those libraries:
-what's the advantage of using timerutils over built in timer?
-Whats the purpose of GroupUtils where is it used...
thats exactly what i want to get to know in this thread: What where you doing that you needed that library?
for those places i made this thread, just typical examples of your everyday's map, and what standard libtraries would be good in that place.
if it is something really special, i'd write...
So what would be a practical example of where i'd have to use array members? Which situation in a map would need that? or is it only structural overhead of code design?
oh you must have misunderstood me, all those are the usual qualities when i think of "standard library" anyway.
I meant what is important about Library X, why has it been made? What are typical practical examples where the use of such a library is either needed or recommended
it would be nice...
Hi together,
i decided to get into jass few days ago, and it doesn't seem to hard to me since there are plenty of good tutorials out there and i'm a programmer anyway.
But i don't like to start with just knowing the basics of how the programming in jass works, i want to dive into my first...
i'm pretty sure you either must have misunderstood me or i am completely misunderstanding gameplay constants.
i want to add the same tooltip to all 3 levels of my spell.
every level has different AoE, Damage, Range, Manacost, etc.
these should all be showed correctly in the spell.
if i...
i've been looking around a little but haven't found any information about those yet:
those variables you put into something like a spell's toolstip for the actual level's damage, and it autofills it. Making Tooltips and such far less work.
Some of them are used in preset spells, but i kinda...