Hi, I've got this trigger someone made for me like 3 years ago to add multiline messages to a text box
Which when used outputs messages like this:
The messages come into the box from top to bottom and eventually go too far down that you have to scroll to see new messages... Is there any way to reverse how the messages come in so the new messages are always at the top?
from what i can see, if you enable the war3 data mod. You get war3 units with their actors and weapons. There are some abilities that are pre made, like the ones on Warden, but you have to add them manually to the hero .
Some heroes are missing veterancy and base stats etc. Its still definitely worth adding the data mod to your map, since it will save you time for creating so many new weapons/actors ...
Are all the units supposed to have there abilities automatically like peons repair/mining etc or are we still supposed to create the units our self? basically all i've got is models and everything else is broken like when I play a barracks I can't train any units from it.
The guy is standing on a cliff who they are trying to shoot at and there is a ramp up through the back but instead of chasing him up through the back they just disregard him and continue to the point
With a scan range this large shouldn't they run around to the ramp and go up and kill him?
EDIT::::::::::::
Never mind, I've solved it.
Apparently you have to 'physically' show them that there is a ramp there. (I did this with terrain)
I'm trying to store the last generated random integer in a variable to I can use that variable to show up as floating text for the minerals you get when a unit is killed.
MinMax and MinMin are variables which get +5 each wave
This is what I have atm but how do I store the random integer?
or is there an easier way to do this?
EDIT::::::::::::
I'm pretty sure there is a way easier/better way of displaying minerals for this but I can't for the life of me figure out what that is. This campaign floating text is ugly when lots of units die at once.
How can I make units that were ordered to attack from point a to point b attack units that are on cliffs?
I've already set the scan range to 20 (I want it this high) and reveled the map to all players but still it doesn't do anything.
They still only attack when the unit is right on the edge of the cliff and when the cliff person runs away they lose their target and continue to go to their point.
Why is this happening? It only started happening after I reinstalled windows 7 a few weeks ago. very annoying.
It doesn't happen in all the menus, only a few.
All the buttons I click in here just show blank results so it's stuck on displaying all doodads.
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Hi, I've got this trigger someone made for me like 3 years ago to add multiline messages to a text box
Which when used outputs messages like this:
The messages come into the box from top to bottom and eventually go too far down that you have to scroll to see new messages... Is there any way to reverse how the messages come in so the new messages are always at the top?
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Oh well sounds easy enough.
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Are all the units supposed to have there abilities automatically like peons repair/mining etc or are we still supposed to create the units our self? basically all i've got is models and everything else is broken like when I play a barracks I can't train any units from it.
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How do you move the abilities buttons like in lots of arcade maps?
I want to have my units spells in the bottom middle of a custom UI I created with dialogs. I have the rest of the UI hidden except the custom dialog.
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@Scbroodsc2: Go
Should have explained better.
The guy is standing on a cliff who they are trying to shoot at and there is a ramp up through the back but instead of chasing him up through the back they just disregard him and continue to the point
With a scan range this large shouldn't they run around to the ramp and go up and kill him?
EDIT::::::::::::
Never mind, I've solved it.
Apparently you have to 'physically' show them that there is a ramp there. (I did this with terrain)
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Oh wow I have no idea how I missed that.
Thanks.
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I'm trying to store the last generated random integer in a variable to I can use that variable to show up as floating text for the minerals you get when a unit is killed.
MinMax and MinMin are variables which get +5 each wave
This is what I have atm but how do I store the random integer?
or is there an easier way to do this?
EDIT::::::::::::
I'm pretty sure there is a way easier/better way of displaying minerals for this but I can't for the life of me figure out what that is. This campaign floating text is ugly when lots of units die at once.
0
How can I make units that were ordered to attack from point a to point b attack units that are on cliffs? I've already set the scan range to 20 (I want it this high) and reveled the map to all players but still it doesn't do anything. They still only attack when the unit is right on the edge of the cliff and when the cliff person runs away they lose their target and continue to go to their point.
pls aid me.
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Why is this happening? It only started happening after I reinstalled windows 7 a few weeks ago. very annoying.
It doesn't happen in all the menus, only a few.
All the buttons I click in here just show blank results so it's stuck on displaying all doodads.
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@Vicboy: Go Sorry been a bit busy.
Works perfectly, I'll credit you when it's finished.
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@Mille25: Go
Basically the entire thing. I'm having trouble converting your text into the triggers ;_;
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@b0ne123: Go
Wouldn't it make sense just to use create unit instead? since 100% is basically that.
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@Mille25: Go
ugh I've tired to get this to work all day but I just can't figure it out :\
If you're not busy could you post an example screenshot please?
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@Mille25: Go
This is sounding very complicated now heh.
Would it be possible for an example so I can get the idea and work from there?