Just as a general rule of thumb when scripting you shouldn't try to use more than 3 nested loops anyways because of how fast the number of computations grows. I haven't looked at it, but you guys are saying that Blizzard inefficiently coded how to convert GUI for loops into their galaxy?
I frequently use a nested for statement to for instance, execute a function on specific coordinates of the map, such as:
for x = 0 to 256 do
for y = 0 to 256 do
function
I can imagine someone wanting to perform a series of function per point, resulting in a doubly nested loop already.
Create a unit, duplicate those actors, add the build abilities to the unit. Now you just have to add the buttons and tie the ability to the buttons, as in the other units.
Here's a map with all the code visible. I forget that the exporting thing blanks out scripts for all but the originating computer.
There's a couple simple commands to see how it works
type -sp1 or -sp2 to spawn a wave for that player and -nxt1 and -nxt2 to step to the next wave
and forgive me throwing anth in front of everything... when i began I didn't have a label. I'll probably go through and clean out all the 'anth's when I get bored some day.
Actually this is a regional thing. Something silly that has to do with languages.
Isn't it possible to capture the unit being queued instead, and then checking if that would make pathing impossible? It's a more elegant solution, unless you like exploding buildings (which really comes with its own charm I might add, I think have a scenic explosion when a player fucks up is the elegant solution for my map at least, but just pointing it out).
I'm looking for the World of Warcraft Lightning sound from Blasted Lands. (Or any world of warcraft environmental lightning that I could use as a lightning sound)
If anyone could extract this sound and append it here, I'd be much obliged!
Edit: I wonder if we should have a sound asset forums also.
I think its laggy way. Coz there is going to be tons of units. I actually need some thing like in nexus war, units start moving towards each other on some distance, long time befor they could be in visiable range or attack range. Is there any way to get copy of nexus war to see how things work there?
If you attach a lane wide region to the front most unit, and have a trigger for unit entering it, it really shouldn't cause any lag. It's just a single moving region.
Any suggested fix? My windows can install any language, would that possibly provide a cure?
I'm pretty sure this individual lives in Poland and wrote his map in Polish, but isn't that the exact same version we use? (that is, the European English one?)
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@TrenixPL: Go
Worst case scenario you can drive this with triggers, but I'm pretty sure you can adapt the AI for it.
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My hero :)
Do you think it will be useful if I post my weather engine in the assets section? :)
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@Siaon: Go
If the WoW sound is impossible, perhaps anyone could suggest something else? I simply prefer WoW material because it won't cause copyright weirdness.
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@zeldarules28: Go
The search function is your friend.
Search for Starcode.
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@joecab: Go
Tarpit Defense (4.9 or something?)
Was one of my favorite maps. After I finish my Line Tower Defense, and noone has started it yet, there is a 50% chance I'll do it next.
I'm also interested in porting Tree Tag, and some Vampirisms.
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I would suggest Blizzard to stop fucking around and create a central map repository already...
Why are we struggling with these stupid problems...
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@Mandrilx: Go
Which dependencies do you need? Because you can have all four standard dependencies by just including the Story Mode one (it includes the others).
This leaves you with two others that you can use.
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I frequently use a nested for statement to for instance, execute a function on specific coordinates of the map, such as:
for x = 0 to 256 do for y = 0 to 256 do function
I can imagine someone wanting to perform a series of function per point, resulting in a doubly nested loop already.
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(click the new unit, abilities tab, add SCV - Build (SCV), Probe - Build (Prove), Drone - Build (Drone). You get the picture.
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@Camlax1: Go
Create a unit, duplicate those actors, add the build abilities to the unit. Now you just have to add the buttons and tie the ability to the buttons, as in the other units.
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Actually this is a regional thing. Something silly that has to do with languages.
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@Adelios: Go
Isn't it possible to capture the unit being queued instead, and then checking if that would make pathing impossible? It's a more elegant solution, unless you like exploding buildings (which really comes with its own charm I might add, I think have a scenic explosion when a player fucks up is the elegant solution for my map at least, but just pointing it out).
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I'm looking for the World of Warcraft Lightning sound from Blasted Lands. (Or any world of warcraft environmental lightning that I could use as a lightning sound)
If anyone could extract this sound and append it here, I'd be much obliged!
Edit: I wonder if we should have a sound asset forums also.
0
If you attach a lane wide region to the front most unit, and have a trigger for unit entering it, it really shouldn't cause any lag. It's just a single moving region.
0
@wOlfLisK: Go
Any suggested fix? My windows can install any language, would that possibly provide a cure?
I'm pretty sure this individual lives in Poland and wrote his map in Polish, but isn't that the exact same version we use? (that is, the European English one?)