You must add the ability to the unit in the data editor. The enable/show ability triggers don't add new abilities to units, they just enable abilities that were previously disabled or hidden via triggers.
I think you review might be too generous. It's a good concept but suffers from a few issues... first, it's clearly been tuned in single-player mode, and becomes unplayable very quickly as your latency rises. With battle.net's default latency even on a perfect connection your latency is significantly higher than when testing a document from the editor, so there's a valuable lesson here - ALWAYS test on battle.net if latency is going to be a factor.
Second the map suffers from a lack of feedback. When you die sometimes all that happens is your unit disappears without a sound or message or anything. Similarly when the level changes there's no message or sound or anything. It could be that the sounds are drowned out by the explosion sounds.
The select-zerglings minigame can be exploited by clicking randomly everywhere on the screen, I did this every time I played and always got the maximum number of bonus lives. Also, again there's a lack of feedback here, the only notice that you've selected the correct one is a tiny, nearly imperceptible text tag.
It's a good concept but needs more polish. Some extra minigames and perhaps some more mutations on the basic game type would be nice.
Its just for testing purpose. If you're doing a melee map, normal melee map speed can be changed during lobby. If you want it to default/fixed to faster, try this tutorial
You are seriously the worst poster here. Literally everything I've ever heard you say has been a temper tantrum about your map not being popular or played. And now out of spite you've deleted the map entirely. Congratulations I guess, now please go away. You've never posted anything remotely constructive. This is a forum for mapmaking, not self-pity.
The Train ability allows you to specify an effect that is executed whenever a unit is trained. You can use an issue order effect to order the caster (the unit doing the training) to use a transport ability to load the target unit (the unit that has been trained.)
Sounds like the actor isn't associated with the right effects. Double check that "Launch Effect" is your launch missile effect, "Impact Effect" is your damage effect, and "Attack Effect" is set to none/bogus.
I'd make about a 50/50 mix between crawl-type missions and base building missions. Dungeon crawls are usually my favorite levels in Blizzard RTS games (WoL being no exception.)
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You must add the ability to the unit in the data editor. The enable/show ability triggers don't add new abilities to units, they just enable abilities that were previously disabled or hidden via triggers.
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I think you review might be too generous. It's a good concept but suffers from a few issues... first, it's clearly been tuned in single-player mode, and becomes unplayable very quickly as your latency rises. With battle.net's default latency even on a perfect connection your latency is significantly higher than when testing a document from the editor, so there's a valuable lesson here - ALWAYS test on battle.net if latency is going to be a factor.
Second the map suffers from a lack of feedback. When you die sometimes all that happens is your unit disappears without a sound or message or anything. Similarly when the level changes there's no message or sound or anything. It could be that the sounds are drowned out by the explosion sounds.
The select-zerglings minigame can be exploited by clicking randomly everywhere on the screen, I did this every time I played and always got the maximum number of bonus lives. Also, again there's a lack of feedback here, the only notice that you've selected the correct one is a tiny, nearly imperceptible text tag.
It's a good concept but needs more polish. Some extra minigames and perhaps some more mutations on the basic game type would be nice.
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Open up the turret and set "Idle" to something other than Spin.
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If it's a melee map you should not force people into a particular speed, you should allow them to select whatever speed they want in the lobby.
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In the editor, preferences -> Test Document, change speed to Faster.
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Under the morph ability check "Show Progress" under flags.
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Buff behaviors can set a damage response that can modify the damage amount, and have it respond only to certain damage types.
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You are seriously the worst poster here. Literally everything I've ever heard you say has been a temper tantrum about your map not being popular or played. And now out of spite you've deleted the map entirely. Congratulations I guess, now please go away. You've never posted anything remotely constructive. This is a forum for mapmaking, not self-pity.
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The Train ability allows you to specify an effect that is executed whenever a unit is trained. You can use an issue order effect to order the caster (the unit doing the training) to use a transport ability to load the target unit (the unit that has been trained.)
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Sounds like the actor isn't associated with the right effects. Double check that "Launch Effect" is your launch missile effect, "Impact Effect" is your damage effect, and "Attack Effect" is set to none/bogus.
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I'd make about a 50/50 mix between crawl-type missions and base building missions. Dungeon crawls are usually my favorite levels in Blizzard RTS games (WoL being no exception.)
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DDS is just a container format which supports various compression levels so it's possible you're using a compression level that isn't supported.
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Custom events don't work in the trigger editor. Another one of many unimplemented features.
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That isn't true and you're clearly doing something wrong.
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Yes, UNTIL a Wait call is made from anywhere within the execution context. After that, all bets are off.
And no you can't pass arguments to triggers via Run Trigger, so you need to use global variables.
In fact, that's all the (Triggering player)-type functions are - getters for global variables.