Thanks for the amazing tutorials!
Now with reforged online, I found that with BlzHideOriginFrames() you are left with a black bar at the bottom at the width of the 4:3 screen.
You can get rid of it with BlzFrameSetVisible(BlzGetFrameByName("ConsoleUIBackdrop",0), false).
In my map i want units to drop items only if they have a specific behavior.
In the loot tab of the data editor there is the field CLoot_ValidatorArray. as soon as i put any validator in there (tried different ones for test purposes), no loot appears (without validator i get loot).
i think the...
thanks for the answer! i didnt even think of looking into the launch effect...
but even adjusting that launch offset does not move it up, still the (parabola --> guided) mover uses it to calculate its horizontal speed, which lets the missile slow down at the end.
i managed to solve it now: in...
in my TD i have a tower that uses a model that has no attachment point (warcraft doodad model).
the problem is that the projectile launches from the ground (z=0)
what i want to achieve is that it launches from somewhere above the ground (what i could easily achieve by setting...
to avoid all this complicated stuff with storing the unit type (and also the owner), just create the new unit first then remove the old one like this:
Create 1 (Unit type of GoldenShrineUnit) for (Owner of .......
Remove GoldenShrineUnit from the game
this way the GoldenShrineUnit / triggering...
another (maybe more simple solution):
remove the item, then recreate it to the slot you want it to be in
i didn't find it in gui but there is a native:
native UnitAddItemToSlotById takes unit whichUnit, integer itemId, integer itemSlot returns boolean
ah, i didn't even know about macros yet. i did what you suggested and played around with it and finally solved the problem. i just removed the whole death macro and everything works as it should. i already tested what happens when other people destroy a tree in the fog of war and it behaves...
hmm, ok i tried the TakeSnapshot action but it doesn't change anything here. i created an example map and attached it to this post.
i only created a model, a unit and an actor called "tree"
to see the problem just kill a tree and go away from it
i have some trouble with actors:
1) i have a warcraft III tree (as destructable) and want its "corpse" to stay after it has been killed. to achieve this i made the actor pause its animation with a timer shortly after the death of the tree and set its death time to -1.
the problem is...
ok i tried to recreate the problem:
i created a testmap and gave the photon cannon a 50% chance to attack like a stalker and.... it works as it should
i did the same in my map and it works as well, so i compared my weapon to the photon cannon one and copied all fields.... still the same problem...
in my TD i have a tower that has 20% chance to stun its target, shooting a different projectile. so i created 2 missile launch effects, one just deals damage on impact, the other deals damage and applies a behaviour that disables all abilities. for the weapon of my tower i set the...
1. ok, i figured the first out myself now.
the solution is very similar to TyaArcade's solution for question 2
if someone is interested in the solution:
in my unit actor, i changed the PortraitActor, PlacementActorModel, and PlaceholderActorModel to custom actors that have an event to...
ah, now i see the problems, your script actually IS broken
in english the decimal point is a point, not a comma like in german
in your map script, all real numbers are with a comma instead of a point, that breaks it
what you can do is remove all the objects you placed in your map that bug and...
No need to make a spellbook. try using an item ability like life/armor bonus and change its art so it attaches hero glow. attribute bonus could also work as you can decide whether the icon is shown but most item abilities do not show an icon on the command card anyways
i dont think your color...
i just tested it:
so if your frost ability has 50% slow, and the poison ability has 50% slow as well, the unit will be slowed by 50%+50% = 100%
note that there is a minimum movement speed set under gameplay constants (default 150)
its not about the damage types, its about the buffs the...
but frost is a very special case (the abilities that make the target look blue). to change the slowing effect of frost you have to go to advanced - gameplay constants
also i dont think you can use different buffs for frost abilities to make the slowing effect stack
you can do Pick every item in region
if you want it to be in range of a specific point you can do:
set center_point = whatever
set my_rect = Convert point with size to region
pick every item in region:
if distance between position of item and center_point <= size then
for Slow Poison, yes. most other abilities (for example auras) dont have a field like that, so then you have to create different buffs (if 2 units have an ability thats based on the same) or even trigger it
no, GetLocalPlayer() does not work
the trigger would only run on the computer of the player that selects the unit so the game will immediately desync the first time the trigger runs
GetLocalPlayer() can be only used for local functions like text messages, that do not affect the game itself
also, you can create those events with a loop in an initialisation trigger:
just do a For Each integer variable my_int loop with the action:
Trigger - Add the event: Player(my_int) selects a unit
you could also use integer A but this is faster
i always used this when i had multiple...
for your answer on my profile:
if you use "Play Sound" or "Play sound at Point" etc there is no need to destroy the sound as these functions do not create a new handle
just set it once and use it again and again
usually, abilities with the same buff do not stack
so for example, the trueshot aura uses the same buff on all levels and also the item that gives trueshot aura uses it
to make different abilities stack you have to copy the buff and give different copies of it to different abilities
dude your post is horrible to read....
For UnitGroup leaks do the following:
Set TempGroup = Units in region.../Units owned by player.../...
Pick every unit in TempGroup and do actions
custom script: Call DestroyGroup(udg_TempGroup)
For PlayerGroups (ive seen there are...
i found the problem:
you have to disable the release trigger on map init
if u add a debugging message in every trigger to see when they run you will notice that the cast and release trigger always fire together, so the spell ends immediately
also you need a delay after casting before you...
im currently trying to make a tower defense map using the warcraft assets and still have some problems with the data editor:
1. there is a model called "towerDefenseTower", which consists of 5 towers and their upgraded versions. To get those i use an actor event:
This should be what you want
i made it full GUI so that you can modify it easily but it became bigger than i thought because of many special things that can happen
if you have questions or need some changes please let me know
ok i tested it now and it seems the orb effect will always turn on attack 2 so you dont see the attack in the UI
maybe a better idea: let a dummy cast sheep ability on the hero and give the sheep the same model/movespeed as the hero, make it last 3 seconds
to make the hero unable to attack try the following:
1. disable both attack 1 and 2 in object editor
2. give the hero an orb ability that activates attack 1
3. remove that ability when the hero casts the spell and add it again afterwards
i didn't test this but i think it should work
do you have...
This icon is meant to fit the model 'Frost Edge' by Land-Sengklek.
My brother draw it for me for an rpg and we thought it could be useful for other people too.
i do have the permission of Land-Sengklek to upload this...
what do you mean by the dont follow attack orders? dont they "attack-move" to tempp1 now? when i triggered it i used "wait 1 second" as u did in your initial post between unsubmerging and attacking
for the other thing:
// set the value "canFlee" in the object editor for your unit to false
ive just tested what u tried and had the same problem - the myrmidons wont unsubmerge
the problem was that the submerge ability requires an upgrade. delete that requirement and it works. however, if u make them neutral hostile they unsubmerge at the start of the game so you should pause them at...
a friend of mine googled my wc3 name just for fun and found this xD
you are right that i am inactive and i accept your change because you changed not much xD there are versions of this map with added unbalanced towers and without credits but this one is okay
im glad to see that you like...