- Joined
- Jan 30, 2013
- Messages
- 12,440
@Retera
You're amazing! Good job, now no more hassle, I don't have to afraid of making altered Melee maps
You're amazing! Good job, now no more hassle, I don't have to afraid of making altered Melee maps
Awesome I made a Naga Race replacing the Orc Race. Still having problems in my Reveal System thing so I just deleted it. I will just quit when i destroy all enemy buildings.
If you need any help implementing my system, let me know. I tried to make it as easy as possible, but I could assist if it doesn't work for you.
Good luck, sounds like you're doing good work.
- If you can train all heroes without upgrading town hall, you have not added tier requirements via the object editor or [highlight]you have based them on tavern/campaign heroes <- This was proved wrong, but I still need to redo my tests on it, until then, keep following the rule.[/code]
Can somebody tell me how i can do this?If (All Conditions are True) then do (Then Actions) else do (Else Actions)
You need to add a new action called if/then/else, multiple functions.Can somebody tell me how i can do this?
(I am bad with triggers)
ThanksYou need to add a new action called if/then/else, multiple functions.
If you want to have else actions do trully nothing, do not put anything in there at all.
The problem is that Melee V/D conditions consider only basic town hall units as real town halls, no matter what you have typed in gameplay constants. That means if you enable that function you will lose/win when you destroy/run out of buildings, but you will be also revealed 2 mins after the beginning of the game, getting unusual annoying messages.
So now, I'm working on a, unfortunately very complicated, trigger to enable players win/lose the game.
It is working (with very rare exceptions) but I'm looking for a better solution.
Any ideas would be greatly appreciated!