So i seem to have encountered a interesting issue that i cant find a way to resolve yet, maybe some one here may be able to assist me. i am currently running a windows 7 OS with 4gb of ram, all DirectX files and drivers up to date with a 16mb download rate connection, yet for some reason when i...
Not sure but every time for example near the start when the little meteor hit the rock and it changed colors, right as it hit my game would lag a moment
Truly Impressive map, i have to admit it was interesting, the only things i found a slight bother were that it seems to freeze for a moment slowing the game, and the camera can be confusing because it snaps around but otherwise, great work!
Just Tested it and ran into 2 problems that should be addressed.
first one is that you have 8 points they spawn, i built my base in accordance with 1 annihilated them, at this point all was going well until the other 7 spawn points just returned to where they started, they did not bother to...
imo that could cause the pressure to ease up on the players, i feel it would be more effective if you had it that when a ghoul died to note it and for every 5 dead spawn 5 more, that way if a player has a specific point in their base that tends to cut down 10-20 at a time it wouldn't cause such...
Priority
if memory serves me since i just recently picked wc3 back up and started editing, under the unit editor for the hero's you can edit its Priority under stats to a lower number then the units causing them to be a lower target on threat lists so to speak.
not sure if this is accurate or not but i don't think that
Set Hero[1] = (Casting unit)
is the right one for a hero taking a buff in effect, i believe that triggering unit may be more effective for it
id suggest you break each of the buff's into a separate triggers that way it will make things a lot easier to manage as well as the fact that it will reduce lag in your map greatly because it doesn't run such an extensive process, you have to take in mind that many players don't have top end...
Alright so im trying to make a trigger that teleports a unit to a point if there are no enemy units within 100 range of the casting unit, but i cant seem to get it working right
Move Conditions
Events
Unit - A unit Begins casting an ability
Conditions
And - All...
why not make units Flying when the go over the bridge so basicly a non path blocking object is used for the bridge so its in midair and units can go under it as well?
Just a though mind you
If i remember right, illusions are considered summons
(((Killing unit) is Summoned) Equal to True) or (((Killing unit) is A Hero) Equal to True)
should do the trick if im not mistaken
Kill Enemy
Events
Unit - A unit Dies
Conditions
((Killing unit) is A Hero) Equal to True
((Dying unit) is A Hero) Equal to True
((Killing unit) belongs to an enemy of (Owner of (Dying unit))) Equal to True
(Owner of (Killing unit)) Not equal...
Pre-loading basically helps for your spawns as well, because when ever a new unit spawns it has to load the data for that unit, so what you need to do, is place one of every unit of your maze on your map and delete them upon loading time that why the game wont have random lag spikes upon wave...