🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!
Well, that map has nothing that blocks a unit's path at all, so it's easy to deceive the others. The author simply used SetUnitX() and SetUnitY() combined with "A unit is issued an order targeting a point" event. Then, store targeted point and periodically move it until it's close to that point.
Also, PurgeAndFire has made a system that modifies/breaks that limit. However, it says that you should avoid using high numbers.
Movespeed has a hard limit of 522. But you can simulate higher movement speeds with a system like this: MoveSpeedX for GUI v1.1.0.0
But it definitely gets buggy the higher you set the movement speed. Units will sometimes skip over their target location, and group movement becomes finicky.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.