- Joined
- Jan 4, 2014
- Messages
- 556
Well, from what I see in the current version v24 (through all those location leaks at least.) is that it is highly possible that you can. Although, I haven't gone through it all as of yet. Also... some triggers of which I see that you probably think can be a problem is... The tomes, you'd probably not want to make a whole net. So I'd recommend making a variable to store the tomes instead of adding it directly.
Hahah yeah, some triggers are really built to leak in the map, it's because I started working on it in like 2010 or something and at the time I had no idea what I was doing (I still don't really). Right now I am a little better at spotting these kind of things, but the problem is I still got so much to learn so I'm afraid that if I start reworking all those old triggers now, I will end up learning that what I did is already obsolete. It is a weird situation to be in.
Before you read the thing below, which editor do you use? If you use jassnewgen or something else that is similar and has the same functions. Then the things will most likely work.
I use both kind of, I often get issues with jassnewgen because it never installs properly, because windows thinks it's a virus so it keeps removing essential files. So when I get those issues I just switch back to Standard Editor.
For the sequence (this is for the tavern randomized one.) You could make it in many ways. One of which is a pain to actually make, the others not so much. What I would do is check who they are and then edit the triggers randomly or chosen by color to where they should be... Basically, add event to *Hero move to evolution chamber trigger* and to the trigger that activates the chamber or if its automatic do *add action to trigger* and make it activate the evolution chamber trigger. Also, the hero array, you could just do a for loop from 1 to 5 that does a unit group pick from every unit in the entire map, do a multiple one. Then you do a if owned of unit is equal to playerindex(integer A) which means if its 1 then it'll be red's hero. Then afterwards you add that unit (And if multiple units will exist, then just make a condition to check if its a hero or not) to hero in the integer A index, after that you add the unit to heroes. I hope you understand this gibberish. It's hard to explain without pictures, and I'm not one for pictures.
I think I understand what you mean here, but (if i actually go all the way through with multi hero option) I am planning on adding a certain group of heroes evolve first. Hmm it's hard to explain. I'd make every group be forced to pick from 5 classes and always have the class that fills the same role as Arthas evolve first and the class that fit the same role as Sylvanas evolve second and so on. BTW I could always use suggestions for more heroes if you have them.
Surprisingly, even with the amount of leaks, they do not cause performance issues due to light-weight of the map having only as much as 30 units at once active and alive.
Even tho, they are being worked on![]()
Hahaha this made me laugh. As if the map is triggered so s shakenly that it's a miracle that it even runs! Lucky it's kept to such a small scale.