i doesn't matter if it removes health or shoots pink ponies. The issues is 99% from the the mechanic running it. If you did any small mistake like some search area triggering itself etc (the loop) it will lag.
i'm not familiar with issue but i was looking at behavior approach (a buff like) and i found that resource behavior of minerals have thing like "Capacity - 1500". I guess you need to up this.
Are those called "Patches"? i was wondering what are you talking about
Above link shows most of the stuff. Just scroll down to User Interface for Dialog hero selection.
There's no "Dialog hero selection" and if you mean "Hero Selector" by Onetwo, he's showing more hybrid selector with camera, units on map etc. Much more knowledge to learn for beginners
//Create 2 global arrays for ex.UnitTypes[5] and MyDialogItems[5], also 1 MyDialog Variable//Build your dialog, save it to MyDialog, save created buttons to MyDialogItems[] and assign corresponding unit types to UnitTypes[] somewhere//How? in short. Create Button with text "Select Hero1"; Set MyDialogItems[1] = last created dialog item, Set UnitTypes[1] = Hero1Event:Playerclicksdialogitemlocalvariables:inti=0Conditions:Dialogcontaining(UsedDialogItem)==MyDialogActions:HideMyDialogfor(TriggeringPlayer)Foreachinteger'i'from1to5if(UsedDialogItem==MyDialogItems[i])Create1UnitTypes[i]forplayer(TriggeringPlayer)somewhereBreak()
well the only possibility is obviously that you'r not using the ability. It's more data related. Also avoid 'any' stage because abilities have like 5 of those per cast so it will trigger multiple times.
I believe ability need any effect to actually trigger (i'm like 60% sure of it) so if you removed effect add some dummy damage 0 in place
While(Qty Array[r] == -1) Let's say you don't use -1 in your array
r = Random Integer 0 - 23
Create unit Qty Array[r]...
set Qty Array[r] = -1
Just make sure you always "remove" this way without exceeding array size. Otherwise all elements will be -1 and while will never end. If you want your array to keep values after that you need some separate action which will repopulate array
With extremely bad luck or big array size it may slightly lag tho. For this i may recommend my List <T> which may easily remove value from List at given index and return new items count
With list you would do
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If you mean per player
also i guess you need to end game for others with victory.
Per team would be something like
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yes it should work. But if you use any waits between death and spawn you should drop position of dying unit into local point variable right away
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You may mean this if i'm correct
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i doesn't matter if it removes health or shoots pink ponies. The issues is 99% from the the mechanic running it. If you did any small mistake like some search area triggering itself etc (the loop) it will lag.
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use 'combine text multiple' function in string category, that's what you mean?
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i'm not familiar with issue but i was looking at behavior approach (a buff like) and i found that resource behavior of minerals have thing like "Capacity - 1500". I guess you need to up this.
Are those called "Patches"? i was wondering what are you talking about
Btw Catalogs are per player ;)
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if i'm correct (because it's confusing) you have similar problem like in this thread
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Place floodlight doodad somewhere, open light editor and play with values until is dark and only thing visible is floodlight.
About the shadows. I actually had hard time finding attachable lights that could cast shadow. Shadows give more realism imo :)
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We do!
I was actually going to post How nice someone bumped this because i couldn't find them. But if your going to update them then i'll wait bit more :p
You could add link to this thread in assets page or somewhere
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There's no "Dialog hero selection" and if you mean "Hero Selector" by Onetwo, he's showing more hybrid selector with camera, units on map etc. Much more knowledge to learn for beginners
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don't know of any but it's fairly simple.
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i recommend reading this tutorial + Beams in combination with triggers only to create effect in random points.
Other cheap method could be some kind of normal actor thicken x y and stretched in z but you would need some decent model
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well the only possibility is obviously that you'r not using the ability. It's more data related. Also avoid 'any' stage because abilities have like 5 of those per cast so it will trigger multiple times.
I believe ability need any effect to actually trigger (i'm like 60% sure of it) so if you removed effect add some dummy damage 0 in place
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easy
Just make sure you always "remove" this way without exceeding array size. Otherwise all elements will be -1 and while will never end. If you want your array to keep values after that you need some separate action which will repopulate array
With extremely bad luck or big array size it may slightly lag tho. For this i may recommend my List <T> which may easily remove value from List at given index and return new items count
With list you would do
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Variable Set - (is always selected when adding new action)
Variable Set MyInt = Math - Arithmetic (Integer) (MyInt+1)
So in short MyInt = MyInt + 1
OR
Modify Variable - in variables tab
Modify MyInt + 1