- Joined
- Jul 27, 2008
- Messages
- 14,361
Maybe he has new and improved way to harvest lumber?
Well trigger is functional but I still get message "You'll be revealed and bla bla...." and if I remove melee victory trigger nothing happens when I kill computer player.
T_T
Whatever...I think it is the race that counts. The people will be smart enough to figure out when they've won![]()
And like most maps even use victory triggers today. I can't remember last time I played on net and waited for game to kick me out.
[*]The contest shall begin on October 05, 2009 and conclude on [rainbow]Novemebr 09, 2009 GMT
Time[/rainbow] (GMT)[/list]
yayoi, will change the ground texture?
and I think those succubus is upgrade right? you may want to disable the upgraded succubus
Amazing, making all the models by yourself.
The unit spell are bothering me now. There is ton good and useful hero spells but when it comes to simple units choices are limited. Hive spells are just to advanced to be used on units.
Well VIPs show mostly models and we all know that models don't make race.
Also has anyone noticed a slight advantage over original races in your races?
PLEASE ANSWER ME
how to add my town hall on the selection?
scope TownHallFix initializer Init
//===========================================================================
globals
private group TmpGroup
endglobals
//===========================================================================
private function Conditions takes nothing returns boolean
return IsUnitType(GetTriggerUnit(), UNIT_TYPE_STRUCTURE) == true or IsUnitType(GetTriggerUnit(), UNIT_TYPE_PEON) == true
endfunction
//===========================================================================
private function Enum takes nothing returns boolean
return GetUnitState(GetFilterUnit(), UNIT_STATE_LIFE) > 0.405
endfunction
//===========================================================================
private function Actions takes nothing returns nothing
local player trig = GetOwningPlayer(GetTriggerUnit())
local player death = GetOwningPlayer(GetDyingUnit())
local integer Count = 0
local unit f
call GroupEnumUnitsOfPlayer(TmpGroup, death, Condition(function Enum))
loop
set f = FirstOfGroup(TmpGroup)
exitwhen f == null
set Count = Count + 1
call GroupRemoveUnit(TmpGroup, f)
endloop
if Count <= 0 then
call CustomDefeatBJ(death, "Defeat!")
endif
if GetPlayers() <= 1 then
call CustomVictoryBJ(trig, true, true)
endif
endfunction
//===========================================================================
private function Init takes nothing returns nothing
local trigger tri = CreateTrigger()
call TriggerRegisterAnyUnitEventBJ(tri, EVENT_PLAYER_UNIT_DEATH)
call TriggerAddCondition(tri, Condition(function Conditions))
call TriggerAddAction(tri, function Actions)
set TmpGroup = CreateGroup()
endfunction
endscope
Then share it with us, don't be such a gannet
I'll probably try to recreate this Jass code of Dingo's by myself in GUI.
You don't have simply to remove the action "enforce victory/defeat conditions", and then after created the units, add the actions "enforce victory/defeat conditions"?
You don't have simply to remove the action "enforce victory/defeat conditions", and then after created the units, add the actions "enforce victory/defeat conditions"?
Can't. This action must be initialized so you can't just call it while playing.
And what if I still have workers and resources enough to settle a new base?![]()
you slay them with kill actions before defeating the player!
And what if I still have workers and resources enough to settle a new base?![]()