I think zelda means a screenshot in the moment of lag. Without anything like unit numbers or angle of camera (which is very important to avoid lags) we can only guess what could be wrong.
Currently I wait for August. Then my I will begin my subject-relevant-high-school-graduation in one year (most known as "Fach-Abitur" in german) Wikipedia-link
That graduation is only a requirement to get to the university in the vicinity to study game design.
I've started with making games/maps with age of 10 or earlier (I don't know exactly). But the "why" manifests with age of 17. I was bored from school and I began to draw something. (It was a manga) Not very good, but I liked it and I began to think more and more about this stuff. And more and more I get a whole story which can be turned into over 12 books (the first is already completed written).
After this last year of school I've started a apprenticeship as a technical draftsman and I hated it. Always the same stuff. Before that I don't know what the fuck to do. I've lacked of ideas for the future and in the apprenticeship I began to realize that my hobby is a well paied job if I can get a bachelor degree or higher.
And, of course, that is that what I want to do.
There are unitgroup functions like
"Take all (Dynamical Pathfinding Blockade 1x1) on (Whole Map) and do actions"
"Store Selected Unit into Unitgroup (Unitgroup Hidden Blackades)"
"For each unit in Unitgroup (Unitgroup Hidden Blackades) and do actions"
"Hide Selected Unit"
Later you only need to reverse the "hide selected unit". Of course you can ignore the storage process and directly say each blockade should hide. But if you do it with unitgroups you can use it for other triggers. Actually you have a period trigger so you didn't need the unitgroups.
Try "Dynamical Pathfinding Blockade 1x1" (or something like that; 1x1 should do it) instead of invisible depots. These blockades are already invisible, untargetable etc.
Instead using the Lower/Raise ability you only need the "Show/Hide Unit" trigger.
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I think zelda means a screenshot in the moment of lag. Without anything like unit numbers or angle of camera (which is very important to avoid lags) we can only guess what could be wrong.
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This is a sunny version of the cliff part I've had imagine.
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But that is 2:00 MET in the night. So it would be 20:00 at NA east coast. But that would be 8:00 pm and not 7:00 pm. Correct me if I'm wrong.
Edit: I've forgotten that I'm in GMT +1 not +0.
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GMT means Greenwich Mean Time. Named after a small town nearby London. So actually GMT is somewhere in Europe. ^^
Edit: Yeah I've written something, but then I realized it was wrong and I deleted it.
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It should be east coast of NA. So if I'm right it should be 22:00 MET, right?
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Currently I wait for August. Then my I will begin my subject-relevant-high-school-graduation in one year (most known as "Fach-Abitur" in german) Wikipedia-link
That graduation is only a requirement to get to the university in the vicinity to study game design.
I've started with making games/maps with age of 10 or earlier (I don't know exactly). But the "why" manifests with age of 17. I was bored from school and I began to draw something. (It was a manga) Not very good, but I liked it and I began to think more and more about this stuff. And more and more I get a whole story which can be turned into over 12 books (the first is already completed written).
After this last year of school I've started a apprenticeship as a technical draftsman and I hated it. Always the same stuff. Before that I don't know what the fuck to do. I've lacked of ideas for the future and in the apprenticeship I began to realize that my hobby is a well paied job if I can get a bachelor degree or higher.
And, of course, that is that what I want to do.
So this is how it is now.
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I didn't check it for myself, but I've searched the tutorial section for 2 minutes and found this: http://forums.sc2mapster.com/resources/tutorials/18876-tutorial-how-to-make-a-simple-dialog/#p1
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What about invisible dialogs? A little bit complicated, but it could work.
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Yeah, thats a live action trailer. Command and Conquer did only that. XD
Check the FF versus XIII trailer here:
Especially the toll station is very amazing. I hope it will realease as soon as possible.
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Play maps that are similar to yours and then you have to think: "I can do it better and hey, I always have a project that could be better than this."
That always work when I use that. ;P
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@JhamanGamer: Go
There are unitgroup functions like
"Take all (Dynamical Pathfinding Blockade 1x1) on (Whole Map) and do actions"
"Store Selected Unit into Unitgroup (Unitgroup Hidden Blackades)"
"For each unit in Unitgroup (Unitgroup Hidden Blackades) and do actions"
"Hide Selected Unit"
Later you only need to reverse the "hide selected unit". Of course you can ignore the storage process and directly say each blockade should hide. But if you do it with unitgroups you can use it for other triggers. Actually you have a period trigger so you didn't need the unitgroups.
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@JhamanGamer: Go
No. Hidden means "not on the map" actually there are on that position, but can't affected any other things, like collision, passive abilities etc.
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Try "Dynamical Pathfinding Blockade 1x1" (or something like that; 1x1 should do it) instead of invisible depots. These blockades are already invisible, untargetable etc.
Instead using the Lower/Raise ability you only need the "Show/Hide Unit" trigger.
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@grenegg: Go
Yes, I'm mean, but honest. He have bumped all around the time. At first I don't want to write anything but he forced me with the bumps. :(
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I also understand the half, but I think it's enough to solve this.
I think you missed the function to declare the last created unit to a variable.
When you've done that, you only need this:
Event: Any unit dies
Condition: Hero1 (the variable) = Triggering unit