I'm making a map which I want fast feedback on the concept so I want to spend as little time getting the spine of it working. this is a great asset And tool and is def a help for me. I'll be checking it out soon
dude this is possible, but fck, thats a whole lot of shit to write to answer one question. Google, youtube, and search the forums for tutorials on custom dialogs and the such.
Maybe someone would be kind enuf to refer u to a good tut, but i dont know any
I have no idea what your asking....
Create variable: Spawn Point
Create variable: Move points with an array of 4
For each integer I from 1-4 increment 1
Actions:
If Then Else
Then:
Create 1 [x/unit] at point [Spawn Point]
issue order to Last Created Unit to (order targetting point) move to MovePoints[I]
That trigger set up makes 4 units, and MOVES each one to a different Point.
You can put a wait action at the end of the if then else to create a wait between each spawn
You are very vague with your attack stuff so ill just give you the spawning triggers <3
ye the Follow Unit Group does work with mouse control but it is absolutely terrible for TPS because of the way it turns. I dont understand how the people who made Project Vector and the such have such beautiful cameras which arent effected by cliffs and the such..
So jealous :'(
Wish i was pro... looks like i gotta give up on tps and come up with a better idea :) Dont wanna spend so much time just trying to get my camera working, at least i learnt tracelines :D thanks guys
Im trying to get my camera to effectively Pan to my unit position while my mouse rotation and relative are locked by i dont seem to be able to. I dont wanna use Follow unit because that is horrible.
I know its possible because people do it all the time but none of the libraries really make any sense to me or anything.
Paning instantly works but that is again horrible cuz of its roughness.
liked the teaser in that it seemed to have simplistic and complex terraining which shud lead to sum enjoyable teamplay
concept could flop or win, depending on how u structure the map size and terrain and the abilities of the heroes.
look forward to seeing it on SEA ;) if ya no wat I mean ;)
edit: I think there has to be some sort of reward for killing heroes to keep the fun. the wY u sed no levels and items at the end made me doubtful wether u were going to do this :S
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pretty much as the title says. I have orbs as exp and the such but their size makes their natural glow (spheres) non-existant.
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I'm making a map which I want fast feedback on the concept so I want to spend as little time getting the spine of it working. this is a great asset And tool and is def a help for me. I'll be checking it out soon
thanks for ur time!!
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problem is that that means they all spawn at the same time, wait commNds make it a lil prettier on the eyes
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http://www.hiveworkshop.com/forums/trigger-gui-editor-tutorials-658/how-create-dialog-health-bar-166370/
I started dialogs with this tut
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the problem is he doesn't no wat a dialog is lol.
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dude this is possible, but fck, thats a whole lot of shit to write to answer one question. Google, youtube, and search the forums for tutorials on custom dialogs and the such.
Maybe someone would be kind enuf to refer u to a good tut, but i dont know any
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Doodad: artifact shrine is made so as units cant go near the centre, how do i change this?
cheers
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I have no idea what your asking.... Create variable: Spawn Point Create variable: Move points with an array of 4
For each integer I from 1-4 increment 1 Actions:
If Then Else
Then:
Create 1 [x/unit] at point [Spawn Point]
issue order to Last Created Unit to (order targetting point) move to MovePoints[I]
That trigger set up makes 4 units, and MOVES each one to a different Point. You can put a wait action at the end of the if then else to create a wait between each spawn
You are very vague with your attack stuff so ill just give you the spawning triggers <3
much love bru
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ye the Follow Unit Group does work with mouse control but it is absolutely terrible for TPS because of the way it turns. I dont understand how the people who made Project Vector and the such have such beautiful cameras which arent effected by cliffs and the such..
So jealous :'(
Wish i was pro... looks like i gotta give up on tps and come up with a better idea :) Dont wanna spend so much time just trying to get my camera working, at least i learnt tracelines :D thanks guys
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@Mille25: Go
The beef i have with the Follow Unit function isnt with the acceleration, but the retarded turning when the locks are set on.
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Im trying to get my camera to effectively Pan to my unit position while my mouse rotation and relative are locked by i dont seem to be able to. I dont wanna use Follow unit because that is horrible.
I know its possible because people do it all the time but none of the libraries really make any sense to me or anything.
Paning instantly works but that is again horrible cuz of its roughness.
any ideas?
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is the reason the maps wont save is because the line
lv_closestUnit != gv_mainUnit
doesnt account for the fact that the mainUnit is an array for most people? therefore the line should read:
lv_closestUnit != gv_mainUnit[lp_player]
Please update your script to identify that by using an array<sub> the array number must also be identified</sub>
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like the rest, the map looks likea beauty, the only beef I got with ur maps is that they are NEVER published in SEA... fml
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WTFBBQ NUKE EN ROUTE
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liked the teaser in that it seemed to have simplistic and complex terraining which shud lead to sum enjoyable teamplay
concept could flop or win, depending on how u structure the map size and terrain and the abilities of the heroes.
look forward to seeing it on SEA ;) if ya no wat I mean ;)
edit: I think there has to be some sort of reward for killing heroes to keep the fun. the wY u sed no levels and items at the end made me doubtful wether u were going to do this :S