Start with a basic base with a timer and limited resources, and you have to capture several defended nodes, which each have resource drops if you clear them out, to unlock something in the center of the map which unleashes a boss which you have to kill, then you have to enter the center and destroy something inside while a few waves of enemies come from out of nowhere to try and stop you or destroy your base.
They're legal in the United States if you actually own the software, but that doesn't mean Blizzard wouldn't ban you for it since you agree to their ToS; not that you would necessarily be caught.
Anyway, I don't think it would hurt to post in the Tech Support forums, even though the editor isn't directly supported. Who knows, you might get a solution by somebody at least.
The tiles aren't black, there is just no terrain there so you are seeing the background, which is either nothing (black) by default, or the camera far clip is not high enough.
Well first, WC3 terrain textures don't work like SC2's, so you'd be recreating them practically anyway since the tileset textures in WC3 are tile-based, unlike SC2 where it is all painted. Simply converting the textures would not give the desired look. As said, you should just use another tileset like Bel'shir.
You can have a trigger pick each unit within chosen distance of your unit and within certain degrees in front of the unit (use polar offset), with an action that causes a chosen Damage effect on the picked units, as well as having the unit play an attack animation to give the idea that it is an attack. Additionally, you can have the trigger turn off at the beginning of the actions, and make a wait action and re-enable the trigger at the end, so that you can not spam click and do extreme amounts of damage.
I never noticed my triggers go beyond the 2nd If Then Else. After that it gives an underflow or overflow error (I don't remember which). Fortunately there were alternative ways of doing what I wanted to do, but I don't know if that's your case.
The last three If Then Else statements should be on the same level as line 40, however, if I am understanding your trigger correctly.
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Start with a basic base with a timer and limited resources, and you have to capture several defended nodes, which each have resource drops if you clear them out, to unlock something in the center of the map which unleashes a boss which you have to kill, then you have to enter the center and destroy something inside while a few waves of enemies come from out of nowhere to try and stop you or destroy your base.
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@tu3185: Go
There is a fog doodad. That should work if you put a bunch of them down.
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@Sixen: Go
They're legal in the United States if you actually own the software, but that doesn't mean Blizzard wouldn't ban you for it since you agree to their ToS; not that you would necessarily be caught.
Anyway, I don't think it would hurt to post in the Tech Support forums, even though the editor isn't directly supported. Who knows, you might get a solution by somebody at least.
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@zeldarules28: Go
The tiles aren't black, there is just no terrain there so you are seeing the background, which is either nothing (black) by default, or the camera far clip is not high enough.
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Event - Unit enters region
Condition - Whatever unit you want entering
Action - Pick each unit (whatever the burrowed units would be)
Issue order with no target - Unburrow
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Might not be the best solution, but try reducing the acquisition range so it wouldn't attack unless it was right in front of them.
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@HatsuneMikuMegurine: Go
It doesn't seem to tell me anything about compression, but I'm sure it is especially how much smaller it is than as a .tga.
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I had a loading screen that was 1920x1200, so I don't think that's the problem.
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Debates just doesn't use terrain.
So when you make a new map, deselect Use Terrain, or alternatively use the Storymode tileset.
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@DaedalusAlpha: Go
The clips in things like the mercenary dialog were just videos, not real time action.
Portraits are models with a camera attached to them to give the desired view. You cannot have it render a part of the game view.
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Well first, WC3 terrain textures don't work like SC2's, so you'd be recreating them practically anyway since the tileset textures in WC3 are tile-based, unlike SC2 where it is all painted. Simply converting the textures would not give the desired look. As said, you should just use another tileset like Bel'shir.
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You can have a trigger pick each unit within chosen distance of your unit and within certain degrees in front of the unit (use polar offset), with an action that causes a chosen Damage effect on the picked units, as well as having the unit play an attack animation to give the idea that it is an attack. Additionally, you can have the trigger turn off at the beginning of the actions, and make a wait action and re-enable the trigger at the end, so that you can not spam click and do extreme amounts of damage.
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I never noticed my triggers go beyond the 2nd If Then Else. After that it gives an underflow or overflow error (I don't remember which). Fortunately there were alternative ways of doing what I wanted to do, but I don't know if that's your case.
The last three If Then Else statements should be on the same level as line 40, however, if I am understanding your trigger correctly.
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No, because it is not finished enough and far from polished.
When that happens, yes.
I'm still surprised the StarCraft: Ghost map got so high in popularity and it was hardly worked on. :\
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@SweetZombieJesus: Go
It's supposed to work for CS2, so I don't think that is the issue.