- Joined
- Sep 9, 2007
- Messages
- 6,759
Agreed, won't use SC II Editor 'till it has OOP.
Agree.'till it has OOP.
redmarine said:Guys, please don't go Off-topic.
Catch_ya said:Sorry for that.
If only the SC II Galaxy editor would be out...
Why? I think SDF ER CV are quite well placed for the left hand.
After all when typing correctly you should have your left hand on 'asdf' normally.
Edit: For those who are interested I could maybe add some script that can be added to the customkeys.txt
Guess that would be fine... :X
the demo is quite good, but way too hard for 2+players. The systems are awesome, but I'd like even more hack'n'slash, not so many tuff' units. Some of them have a lot of hp, and the heroes does only have aoe spells which make just one of them hard to kill.. Please reduce the number of high-hp units![]()
Once you level up high enough, the strong units die very easily. It all depends on which skills you choose and how you use them. And any new updates? Is this game being worked on?
"now i understand this leap system..thx i just learned this at school 3 days ago and i didn't think that school might help me until now xD"For a leap you can use this to determine the height s= Vo*t+(0.5a)t²
What do you think about disabling selection for all units ?TEdit:
By the way I'm running in serious problems regarding the selection system I had in mind. So that you never lose control of your hero.
First problem is something that cannot be fixed. The event for a unit selection is about 0.5 seconds delayed. That's a bit annoying.
Basically force select the heroes once spawned and then disable the player's ability to deselect. That's what we did.
Keep in mind that this mod is the best Diablo 3 mod available. The others are surely GREAT modes too, especially with terrain (they really rock). But your mod have an epic gameplay, first time i've seen in WC3. You update really slow (i understand youre busy, i just graduated last year), and im a bit impatientI hope you'll make items like you did on your first demo
-why did you remove them anyway?-
Good job
I'm quite certain he meant about the attachable items.
Well, map making is about experiments and wasting countless hours, days even weeks. But as i said, you know better. I enjoy everything you make.
By the way, single player can be easier i think.
Thanks for the effort but I code my stuff in JASS and know how to do that. It's just not possible the way I want to do it... as always you gotta make a compromise when working with the world editor :X
And the compromise currently is doing it periodically which is always bad performance wise x.x
I think that running "Select unit" periodacally is not as performance-demanding. The only problem here would be "flashes", when you select another unit, you will see it selected for a very short time. (Since warcraft is running at 60 FPS, selecting unit 60 times a second should be enough)
Oh didn't know s.th. like this exists. Gonna try it out, +Rep!
Edit: Must spread first ;p
Edit2: Hmm I'm yet not able to deactivate de-selection with those two functions. And when I use EnableSelect(false,false) I cannot select any unit or still all. But being able to have the hero selected and deny any attempt of selecting any other unit doesn't seem possible.
Edit3:
Only way I could go now is by making it periodic. Every 0.04sec the hero is selected in case another unit is selected. :/
But periodic stuff like that always costs a fair amount of performance and is never the "good" way to do it ^^
Never mind. Turned out it does work. Looks like I didn't test one specific thing that I wanted to do lolz >_<
call SetSelection(false,false) does remove the current selection but with
call SelectUnit(...) you can still select s.th., which I thought wouldn't be able and forgot to test as it seems :s
Well that's good news anyways ^.^