While working with the Warcraft 3 mod, I've noticed that trees can only be placed in a grid with each square being the entire size of a tree. In warcraft 3, the squares of the placement grid were 1/2 the size of the tree. Are there any plans on changing this? It's very hard to make a forest look natural like this.
In my map, I've noticed that the trees show up on the minimap as the same way minerals do. I've figured that it's probably something I did wrong, as the current version of the Warcraft 3 Lost Temple map doesn't have this issue, but I wouldn't know how to fix it.
It's working quite nicely, but sometimes there's still a single frame where the items are visible. I'll keep this method in mind if i ever need to move items from one unit to another without copying them. Thanks!
However, if a unit is ordered to pick up an item, he has to turn towards the item first before he can pick it up, causing the transferring to be visible. Any way to fix this?
Here's something I haven't been able to figure out.
How do you transfer all items from unit A to unit B? Is there any way to accomplish this without copying the items into the inventory of B?
Hey, I'm wondering if there's any way to set the smart cast priority of one ability over the other. I have 2 abilities that both have smart cast and i'd like one of them to have priority over the other, because the other has less validators.
If it's a singleplayer map, you could ask the player to tell you what graphics settings it's using and adjust lighting accordingly. Make heavy use of fog of war instead of actual lighting for the lower settings. For multiplayer, that won't work, since lighting settings are, unfortunately, global and applied to every player.
If I am correct, only 1 unit can harvest a mineral field at the same time. Other units will get redirected to other mineral fields or will be ordered to wait until the mineral field comes available. The number 3 you're talking comes from that, optimally, the amount of time that it takes for a worker to travel from a mineral field to the command center/hatchery/nexus is the same amount of time it takes for a worker to complete harvesting 5 minerals. Usually, optimal conditions aren't met, which means that 3 workers yield the optimal amount of minerals.
If I'm correct the MULE gather ability has a flag or something to override the 1 gatherer limit.
@KingRadical:
You'd actually want to go for SetTeamColor. SetTintColor tints the entire unit model, while SetTeamColor sets just the team color.
Thanks a lot for making me find it out myself, though! :D
How do you set the default team color of a unit? I don't want it to be team-colored, but a specific color depending on the unit.
I'd also like not to use any triggers. I know how to do it with triggers.
I think the SC2Mapster community isn't large enough to have a map chosen every week. Instead, there should be map of the month. A month should be plenty of time to have a couple of interesting maps released.
Here's what I'd like you guys' help for:
I have a dialog image (let's call him A) that I want to give the same image as another dialog image (let's call him B).
However, when picking an image for A, I can't pick any functions for the image besides "Data Conversion State Image" which I don't think is related in any way.
I did, however, do some research, and came upon http://www.sc2mapster.com/wiki/galaxy/triggers/dialog-item-image/
So, there is a way to get the image of a dialog item, however, it's a String value, and the only way I'd be able to pull this off with that is to use a huge switch for every possible image. Is there any more efficient way of doing this?
EDIT:
Fixed by using Galaxy Code from the link above and filling in the parameters. Apparently in Galaxy Code images are strings, but they decided to be different in the GUI.
@Lillu70:
Untrue. If that were true, I'd be able to check for it through the
Dialog - Dialog Item is used by Player Any Player with event type Changed Value
event, and put a condition in there that asks for the enter key. However, when doing that without the condition and having a message appear every time something is entered into the edit box, the enter key does not function.
@qwertziopuy:
Yea I did that as a temporary solution.
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Hey,
While working with the Warcraft 3 mod, I've noticed that trees can only be placed in a grid with each square being the entire size of a tree. In warcraft 3, the squares of the placement grid were 1/2 the size of the tree. Are there any plans on changing this? It's very hard to make a forest look natural like this. In my map, I've noticed that the trees show up on the minimap as the same way minerals do. I've figured that it's probably something I did wrong, as the current version of the Warcraft 3 Lost Temple map doesn't have this issue, but I wouldn't know how to fix it.
- Eldrazor
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It's working quite nicely, but sometimes there's still a single frame where the items are visible. I'll keep this method in mind if i ever need to move items from one unit to another without copying them. Thanks!
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However, if a unit is ordered to pick up an item, he has to turn towards the item first before he can pick it up, causing the transferring to be visible. Any way to fix this?
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Hey,
Here's something I haven't been able to figure out. How do you transfer all items from unit A to unit B? Is there any way to accomplish this without copying the items into the inventory of B?
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Gameplay of war3 LotR or does the actual theme of the map matter?
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Hey, I'm wondering if there's any way to set the smart cast priority of one ability over the other. I have 2 abilities that both have smart cast and i'd like one of them to have priority over the other, because the other has less validators.
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If it's a singleplayer map, you could ask the player to tell you what graphics settings it's using and adjust lighting accordingly. Make heavy use of fog of war instead of actual lighting for the lower settings. For multiplayer, that won't work, since lighting settings are, unfortunately, global and applied to every player.
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@nodgene: Go
If I am correct, only 1 unit can harvest a mineral field at the same time. Other units will get redirected to other mineral fields or will be ordered to wait until the mineral field comes available. The number 3 you're talking comes from that, optimally, the amount of time that it takes for a worker to travel from a mineral field to the command center/hatchery/nexus is the same amount of time it takes for a worker to complete harvesting 5 minerals. Usually, optimal conditions aren't met, which means that 3 workers yield the optimal amount of minerals.
If I'm correct the MULE gather ability has a flag or something to override the 1 gatherer limit.
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I’d like to get my map tested some on the next map night, is that OK?
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The formatting is messed up, making it very annoying to read.
I like your tutorial, though :)
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