i found interesting map that i cnt open with any MPQ tool i have.
i guess this can be the most effective way to protect w3 maps.
is there someone who knows how to do this?
attaching the map below
http://dl.dropbox.com/u/8430692/A_TvsE_X_1_2_d.w3x
im not good at eng so i draw it to help u understand wht i mean.
divide angle between two point in two like below.
i wanna know how to get black arrow angle.
can u possibly help me? plz
globals
// values to carry to the DoThings function
real AmountToHeal
endglobals
function DoThings takes nothing returns boolean
/*nothing becomes boolean*/
call SetWidgetLife(GetFilterUnit(), GetWidgetLife(GetFilterUnit()) + AmountToHeal...
i coded my own out of combat sys.
this is outline of my triggers.
this is a function includeded in out of combat trigger.
the function works well and there is no prob.
but
when i use the function in another trigger(brush check) like below,
map crashed.
wht can i do?
can't i use a function...
when i test some map coded by vjass,
it works good.
but after i test or save a vjass coded map, the map isnt working anymore.
now im using JNGP v5d.
and i already downloaded the fix file from sticky posting.
what's wrong with it?
though i wanna update my JNGP with latest version(maybe v5d),
i can't find proper download link.
JNGP link in resource section of w3c is not working.
where can i download JNGP v5d?
i googled but couldn't find it.
function Condition takes nothing returns boolean
return GetUnitState(GetFilterUnit(), UNIT_STATE_LIFE) > 0 and IsUnitEnemy(GetFilterUnit(),Player)
endfunction
call GroupEnumUnitsInRange(loc,X,Y,radius.,Condition(function Condition))
when i use a filter like above...
i wanna filter only...
can i make unit invisible by using localplayer func?
i wanna make them visible to only allied players.
like
if IsPlayerAlly(GetLocalPlayer(),'Player')!=true then
call ShowUnit(WhichUnit(),false)
endif
is it possible? or there is another way to do this?
will desync happens?
i wanna make brush system like lol's.
i think about using region.
when an unit entering the brush region, then turn it invisible by using local player func. (is it available?)
and the unit doing some actions like attack (except moving)
then it will turn into visible again.
and when two...