Is it fine to fix all leaks in your map only in pre-release version or is it better to do it while making triggers? Because I personally find it annoying and fix leaks only in soon to be released maps. What about you?
Dude, I tried to remove visibility modifiers, still same DESYNC. Not really a crash, they get desync. Tried it myself. Also, sorry for bumping, didn't knew you can't do that more than once after 24hrs.
Time - Elapsed game time is 0.01 seconds
Set tempPoint = (Center of Create Teleporter <gen>)
Special Effect - Create a special effect at tempPoint using Abilities\Spells\Human\MassTeleport\MassTeleportTo.mdl...
Thanks for the leakfix. I was very sleepy, when creating Initial v. of this map. :D So I stored it twice somehow.
Time - PickHero expires
Visibility - Destroy (Last created visibility modifier)
Countdown Timer - Destroy (Last...
Map isn't protected, it is very small. I would be glad if you checked them via WE.
There are loads of triggers already, but okay.
Here we go:
Unit - A unit Sells a unit
(Unit-type of (Selling unit)) Equal to Tavern
Test it out yourself. Host map, pick hero (keep in mind, this is WIP project).
(Test it with 2+ players).
What happens is:
You are the only guy left in the game, other players crash instantly after picking their hero. I dont know where is the problem. Customscripts look fine, everything...
Hi, I'm making a survival type map with a lot of AI scripts in it, with neutral human/night elves towns, etc.
How to make their heroes to not auto-pick up the randomly generated items like these:
etc...? Any ideas? :vw_wtf:
but it would make a single unit to do that. I wanna that to be like - FOR EVERY WHISP ON THE MAP! It'll be rpg, man, cmon Imagine -
you came to the forest, full of wandering spirits, you can try to walk throughout those, but if you will come too near, those will detonate and absorb mana...