Not that I know, however I suggest that you use a dummy buff for the icon. Simply set the hidden flag at your buff and let it periodically apply a buff that does nothing, but has the icon as well as the tooltip (if you have one) set. You can also use that dummy buff for visual effecs with actors...
Nice read. However it has some scientific flaws ... starting at earth with 340km/h for 85 years, you wouldn't even have reached the one third mark of the distance earth - mars ;)
A screenshot of your involved actors as well as their events is needed if you want any help at all. It's impossible to guess what you did wrong just by seeing the end result as well as 2 error messages. Actors are far too complex for that...
Not realy. In enfos you can actively fight your opponents with your spellbringer (or however it was called) a building that allows you to cast offensive spells on your opponent (stun, dispell to remove buffs, spawn 3 waves higher monsters to defend yourself or to attack your enemy, feedback), while in HLW you have to send units. That brings me to the next point, in enfos you don't have a regular income, you have to kill the spawning monsters to get money and each team gets the exact same number. While in HLW you get the majority of your income via the income that you generated by sending monsters to your opponent. Therefore the required APM is also way higher in HLW that in enfos. While there are more, I think that those are the most important differences.
2: require a password in the first 30 seconds, or kick the player out (host having a password could allow everyone in lobby to play, letting new people in, and you could compare the name of the host to make sure only allowed people can play)
You cant compare playernames with anything, because they are text and not strings. So that doesn't work.
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Make 2 global boolean variables. I'll name them Trigger A and Trigger B.
When trigger A runs set the Trigger A variable to true.
When trigger B runs set the Trigger B variable to true.
Your condition then has to look like this:
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Not that I know, however I suggest that you use a dummy buff for the icon. Simply set the hidden flag at your buff and let it periodically apply a buff that does nothing, but has the icon as well as the tooltip (if you have one) set. You can also use that dummy buff for visual effecs with actors...
Edit: Damn you DrSuperEvil :D
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Nice read. However it has some scientific flaws ... starting at earth with 340km/h for 85 years, you wouldn't even have reached the one third mark of the distance earth - mars ;)
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NA only? Noooooooo :( I really liked that map in wc3, you need to find an EU uploader :D
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Did you try to attach something to it?
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A screenshot of your involved actors as well as their events is needed if you want any help at all. It's impossible to guess what you did wrong just by seeing the end result as well as 2 error messages. Actors are far too complex for that...
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If you want to connect 2 conditions with an OR, than thats how you do it:
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You would have to do something like that:
- Initial Behavior
- Apply Attack Speed Buff (Effect)
- Attack Speed Buff
This works fine for me.
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I don't see "refreshing" as a good point. It was rather anoying...
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Not realy. In enfos you can actively fight your opponents with your spellbringer (or however it was called) a building that allows you to cast offensive spells on your opponent (stun, dispell to remove buffs, spawn 3 waves higher monsters to defend yourself or to attack your enemy, feedback), while in HLW you have to send units. That brings me to the next point, in enfos you don't have a regular income, you have to kill the spawning monsters to get money and each team gets the exact same number. While in HLW you get the majority of your income via the income that you generated by sending monsters to your opponent. Therefore the required APM is also way higher in HLW that in enfos. While there are more, I think that those are the most important differences.
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Had a look at it as well and even deleting/resetting everything didn't solve it.
I suggest that you start with a new map and constantly check for the bug to appear.
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You cant compare playernames with anything, because they are text and not strings. So that doesn't work.
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I already did that (see attached map of post #11) but it doesn't work sometimes.
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Yeah I tested it for the first 7 turrets or so and it worked fine, but the longer I was placing turrets the more bugged...
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The attached map file might be what youre looking for.
However I limited the turret count to 3. But it's expandable. If you have any questions how I made it, feel free to ask.
Edit:
Things to note: