• 0

    posted a message on Detection and attack process.

    Yes that was exactly what I wanted to do, lot of thanks. I'm dissapointed I couldn't use triggers for this D:

    Posted in: Triggers
  • 0

    posted a message on Detection and attack process.

    Wait, one more problem, where can I disable auto-attack?? I'm freaking out looking for it in units, efects and abilities...

    Posted in: Triggers
  • 0

    posted a message on Detection and attack process.

    I see ok that was usefull thanks ;)

    Posted in: Triggers
  • 0

    posted a message on Detection and attack process.

    Hello, I'm quite new with triggers, though I've worked on data modding, and now I wanted to jump to the next level. Well I now a few things of programming, I have programmed on C and C + +, I know how arrays variables and functions work and all the stuff. Now I have a project in mind and I thought I could start using triggers for it.

    Ok so i looked for tutorials and it appeared quite easy, but when I tryed to do what I wanted, it turned out complicated. The thing is that I want to know the sequences of a unit since an enemy unit gets in range untill it shoots. The aim of this is to add a condition to the process, so when the enemy unit is in range checks the angle of vision and if it's over a determined angle (let's say 90º (PI/2 rad)) then it breaks the execution of the action. I don´t know where is the trigger that does the attack action and neither if it is changeable or not.

    Thank very much.

    Posted in: Triggers
  • 0

    posted a message on Max number of players

    Actually not, I have seen maps of 12 players. I don't know if there is a limit but beware the number of players, if it has lots of players playing (not espectators) the game will be slow, lagged, etc. so that only would work in RPG style maps.

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.