I'm glad to see that someone is actually trying to recreate the much-loved vampirism concept from WC3! Also, I'm a little skeptical as to the strength of that first wall...
You shouldn't have 2 inventory abilities. Just have one inventory ability with 2 bags. I'm guessing that the game can only use one inventory ability at a time.
When massive unit wants to get pass through a line of light units that are attacking enemy, massive one will need to go all the way around them while it would be better for it to push them aside...
This is actually pretty simple. It could probably be done completely with data, but I'm a noob with data, so I made it with triggers. This method seems to work fine, but considering how I only have it set up for 1 of these buildings, it will only work with one. I made a little demo of it for you.
Okay, 2 is just an image, you can do that with dialogs in triggers.
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a. That's a portrait. I'm no quite sure how to do it myself, but I know it's a portrait.
b. If you only want it to use effects when equipped, then have the character screen inventory's item slots set to equip items. and have the inventory slots set to only carry items. Then, to get the effects when the items are equipped, link the weapon and or behavior to the item with the "Equip Weapon" thing and "Equip Behavior" thing. If you don't know how to do any of the, watch some of Onetwo's tutorials.
4 - I think I explained this in 3 - b.
5 - Have a variable for right mouse button clicked that is set to true when the right mouse button is pressed, and back to false when the button is released. Then, have an update trigger that sets a variable (movement angle, or whatever you want) to the camera yaw of the owner of the hero. Then, set the unit to move in facing movement angle. That way, if the left mouse button is pressed down, it will not be setting movement angle to the camera yaw.
Overall, I would recommend that you watch Onetwo's video's, they can be quite informative.
This all sounds very interesting and unique, however you may wish to augment the power of missiles and bombs while underwater. Explosives are, inf fact, more powerful when underwater. Also, the thing about massive units moving small units out of the way is already in the game, you can use "push priority" to achieve your desired effect. Overall, good luck with your project!
I've had similar problems. When I started up my map, it flashed a message saying WARNING: Actor... (I couldn't read anymore of it) and it lagged horrifically.
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My custom combat system I made which stopped working after dinner one day. I have no idea wtf happened, lol.
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I'm glad to see that someone is actually trying to recreate the much-loved vampirism concept from WC3! Also, I'm a little skeptical as to the strength of that first wall...
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Could THIS Starcraft Universe just be released for us to play with? I'd love to take a look at it.
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I actually figured out my problem. I had to restart the editor. Also, the minimap is for my rpg, so it's not the normal, ingame minimap.
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You shouldn't have 2 inventory abilities. Just have one inventory ability with 2 bags. I'm guessing that the game can only use one inventory ability at a time.
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I Imported an image into my game for a minimap, but how do I use it ingame?
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@EphemeralNight: Go
True, but it might be doing something else and not moving.
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Push priority does this. I've tested it.
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This is actually pretty simple. It could probably be done completely with data, but I'm a noob with data, so I made it with triggers. This method seems to work fine, but considering how I only have it set up for 1 of these buildings, it will only work with one. I made a little demo of it for you.
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@dangur1: Go
For water, you could probably create regions where the water is. It would be a bit tedious, but possible.
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Okay, 2 is just an image, you can do that with dialogs in triggers.
3-
a. That's a portrait. I'm no quite sure how to do it myself, but I know it's a portrait.
b. If you only want it to use effects when equipped, then have the character screen inventory's item slots set to equip items. and have the inventory slots set to only carry items. Then, to get the effects when the items are equipped, link the weapon and or behavior to the item with the "Equip Weapon" thing and "Equip Behavior" thing. If you don't know how to do any of the, watch some of Onetwo's tutorials.
4 - I think I explained this in 3 - b.
5 - Have a variable for right mouse button clicked that is set to true when the right mouse button is pressed, and back to false when the button is released. Then, have an update trigger that sets a variable (movement angle, or whatever you want) to the camera yaw of the owner of the hero. Then, set the unit to move in facing movement angle. That way, if the left mouse button is pressed down, it will not be setting movement angle to the camera yaw.
Overall, I would recommend that you watch Onetwo's video's, they can be quite informative.
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This looks amazing! I'm just wondering how you'll do the UI?
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This all sounds very interesting and unique, however you may wish to augment the power of missiles and bombs while underwater. Explosives are, inf fact, more powerful when underwater. Also, the thing about massive units moving small units out of the way is already in the game, you can use "push priority" to achieve your desired effect. Overall, good luck with your project!
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I've had similar problems. When I started up my map, it flashed a message saying WARNING: Actor... (I couldn't read anymore of it) and it lagged horrifically.
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I'm hoping it may help reduce lag.