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Fixing the player colors and dummy unit question

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Level 6
Joined
Nov 1, 2007
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42
hello, well i'm creating my first map but i've ran into my first problem which is, i want the colors to be fixed to player positions, as in when people join the game they can't switch their color by using the color drop-down list but by moving player slots.

second question is, i've seen tutorials for dummy units and talk about them but i'd like to know why are they more useful than just slapping the ability straight onto your unit, i've heard it reduces lag on the first cast or something similar but i don't know how this can be true considering you're triggering another unit to cast it.

thanks in advance for your help.
 
Level 5
Joined
Jul 26, 2004
Messages
99
Within the player "Forces" menu, there's is a box you can check to ensure that all player settings are locked.

Dummy units (as far as I use them anyway) are normally used to accomplish spells, abilities and effects that are otherwise normally impossible. Here's an example of what could be a good use for dummy units:

Suppose you want a firebolt spell to hit multiple units, or to fire multiple times at different units. One way is to force the hero to cast the spell over and over again... which will require the spell to drain mana multiple times and have a cooldown time of zero (this is usually looked at as BAD!). Another way is to summon dummy units that cast equally powerful firebolts in rapid succession. Dummy units allow the hero's spell to have a cooldown and drain mana only once per "actual" spellcast.
 
Level 6
Joined
Nov 1, 2007
Messages
42
Within the player "Forces" menu, there's is a box you can check to ensure that all player settings are locked.

Dummy units (as far as I use them anyway) are normally used to accomplish spells, abilities and effects that are otherwise normally impossible. Here's an example of what could be a good use for dummy units:

Suppose you want a firebolt spell to hit multiple units, or to fire multiple times at different units. One way is to force the hero to cast the spell over and over again... which will require the spell to drain mana multiple times and have a cooldown time of zero (this is usually looked at as BAD!). Another way is to summon dummy units that cast equally powerful firebolts in rapid succession. Dummy units allow the hero's spell to have a cooldown and drain mana only once per "actual" spellcast.

thanks very much for clearing all that up :D i see why dummy units are useful now, also i can't believe i didn't see the lock option for the colors :p thanks again for your help.
 
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