i dont think it has anything to do with "fun". if the game is longer than 90 minutes ppl have to go afk, disconnect, run out of time, need to sleep, need to eat, etc.
if it is single player forgetwhat i said, the fun is a thing (played anno 1602) for weeks on the same map.
you have to create 2 units, one with the open gate model and one with the closed gate model, you also have to adjust footprint to allow pathing through the open one. then create a new morphing ability that morphs between both instances.
well, thats pretty much the standard. i am using 2 accounts too, one for mods and the other for maps. if you save/load the bank from the maps all works fine.
why do all of your maps have such a huge map size? cant you just export assets to a mod?
i personally use the "last variables" (last created unit, last created, w/e) only once by assigning a variable to it. you also "loose" reference over time. in your example if you remove last created unit when the marine arrives (if he arrvies) it would remove a totally different unit.
you can send a model swap actor msg to any unit. use levels (if possible) for your abilities. each level can have different button/tooltip. i made a system that was able to switch between any ability (max. 5) on a unit with 15 dummy abilities (instant, target, behaviour for each slot) abilities on that unit.
if you finish terrain you will come to the point where something is wrong and you have to change it again. just make everything playable and then polish it with completion.
btw all of my maps have an record called player and an array (index = player number) of this record.
you can set a location and a unit on a force effect. if setting the location to caster doesnt help you have a more complexe setup which requires to set caster of effectX.
guys, i am so proud!
i managed to create an inventory where all slots are always open (old stuff)
It's also possible to set hotkeys for 5 slots (not so great either, dont we have <shortcut val=""/>
Those hotkeys are fully customizable through options with UseInventoryButton0-4 ( this is new!)
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i dont think it has anything to do with "fun". if the game is longer than 90 minutes ppl have to go afk, disconnect, run out of time, need to sleep, need to eat, etc. if it is single player forgetwhat i said, the fun is a thing (played anno 1602) for weeks on the same map.
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you have to create 2 units, one with the open gate model and one with the closed gate model, you also have to adjust footprint to allow pathing through the open one. then create a new morphing ability that morphs between both instances.
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well, thats pretty much the standard. i am using 2 accounts too, one for mods and the other for maps. if you save/load the bank from the maps all works fine. why do all of your maps have such a huge map size? cant you just export assets to a mod?
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the wc3 cursors are bugged, i modified them with gimp and reimported them, all worked fine
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@hardball69: Go
it's called garbage collection in programming, in short if something looses all references to it it's considered save to delete.
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create a new behaviour, go to Modifications+ - Unit - Name overwrite and ignore any non answers
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i personally use the "last variables" (last created unit, last created, w/e) only once by assigning a variable to it. you also "loose" reference over time. in your example if you remove last created unit when the marine arrives (if he arrvies) it would remove a totally different unit.
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you can send a model swap actor msg to any unit. use levels (if possible) for your abilities. each level can have different button/tooltip. i made a system that was able to switch between any ability (max. 5) on a unit with 15 dummy abilities (instant, target, behaviour for each slot) abilities on that unit.
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yours obviously not :D
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if you finish terrain you will come to the point where something is wrong and you have to change it again. just make everything playable and then polish it with completion. btw all of my maps have an record called player and an array (index = player number) of this record.
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you can set a location and a unit on a force effect. if setting the location to caster doesnt help you have a more complexe setup which requires to set caster of effectX.
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negative values as descriped in the tooltip of the amount field.
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well nvm, it has a delay in multiplayer games which sucks. the automatically placement of inventory containers really suck
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guys, i am so proud!
i managed to create an inventory where all slots are always open (old stuff)
It's also possible to set hotkeys for 5 slots (not so great either, dont we have <shortcut val=""/>
Those hotkeys are fully customizable through options with UseInventoryButton0-4 ( this is new!)
i have to sleep now, more detail this week.
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bumb it's possible for active items https://www.sc2mapster.com/forums/development/data/128471-disable-the-use-of-items-in-certain-slot/