BTW, did you ever see my map Just Drift (aka Ice Race)? It has systems similar to this.
While accelerating, you gain velocity in the facing direction. So if you turn, you start to drift because your current velocity is maintained. I added the idea of tires and friction by making different friction factors based on the angle between your facing and your movement.
Can't remember exactly how I did it in this one, but probably just a looping acceleration of some sort.
Did you remove the vertices of the weapon? I think this is what you need to do. Forget about editing the texture in this case. Here deleting the geoset is called for. The easiest way is to remove the weapon in MDLVIS (just google it) and save the model. I think the weapon and Ogre's body use the same material so you shouldn't delete the material. The tutorial you linked me isn't the best way to do this. Removing the vertices of the weapon solves your problem and also doesn't require importing an additional texture. The way shown in the tutorial only makes things more complicated and increases the filesize of the map/campaign for no reason.
Srry, but i'm not taking contracts and such anymore, and besides this i can't atm. My notebook crushed and i don't have WC3 on my Pc and can't find the CDs of it yet (my entire work has come to a hold for now) You can easily remove the sounds yourself. All you need to do is open the desired model in Magos (Wacr3 Model Editor) and then go to Node Manager. There you'll find the sounds as eent objects on the bottom of the window that will pop up. It will have bones, helper objects, event objects etc. The sounds are event objects (they have acamera symbol) and their names will mainly begin with SND.
About the player group thing, yes, it leaks, so store it into a variable.
GetObjectName('hpea') // This returns "Peasant"
GetUnitName(udg_myUnit) // This returns "Peasant"
The difference between them is that GetObjectName is more flexible, as you don't need a unit, just a unit raw code, and it can also work for items, destructables and all kinds of object editor objects.
By MUI we mean Multi Unit Instanceable, not Multi Unit-Type Instanceable. If a user wants to use it for their own needs, it doesn't necessarily mean that they will use it for one Unit-type, but multiple. For instance, if it is a shielding skill, it can be used by a footman and a knight alike. You shouldn't limit your spell resources to feature only one kind of criterium (in your case: unit-type).
Everything should be configurable as well, from the damage of the spell to the timed event.
A spell can't get a DC.
Believe me , you need a system, or a very advanced and configurable spell, so configurable, that it becomes like a system. Imagine a spell that can be changed only by configuration to absolutely any kind of spell.
This is the criteria:
4/6 -> Percent code
1/6 -> Execution + Misc + Tutorials if needed
1/6 -> Innovation + Support (This is the DC factor)