| 10-07-2004, 03:09 AM | #1 |
Guest | a have a few questions: how do i make it so when i unit dies, there is no corpse? im going to add the corpses via a trigger. is there anyway i can see what the corpse choices are so i can choose which to make appear? i havent made a map in a long time, but now i see alot of maps that dont require you to press a key after it loads with a custom loading screen. does anyone know how to do this? thx an advance |
| 10-07-2004, 04:24 AM | #2 |
1 - You can Either remove the corpse with triggers, or change the Decay Time in the Gameplay Constants. 2 - Where did you see that, I think you are talking about the map preview, you just have to import a image as "war3mappreview.tga" or something like that, take a look at Blizzard monolith map, they have an explanation for that there. |
| 10-07-2004, 04:31 AM | #3 |
Guest | i know how to make the custom screen, what im asking is: when the map is done laoding it says "Press any key to continue" ive seen maps that dont display this, they just go right into the game when everyone is done loading. how do i make my map like that? thanks for the carpse help. ill just make its decay time 0 so it should go away immediatly. |
| 10-07-2004, 06:31 PM | #4 | |
Quote:
Very simple. Go to scenario -> Map loading screen. If "Use Default Screen" is selected, the minimap preview will be on the left side, and in the middle every player will be shown and highlighted when they finish loading, and when they all load it will automatically start the game. If "Use Cusom Campaign Screen" is selected, during loading no minimap is shown, no players are shown, but title, sub title, and description text fields can be filled out, and when a player is done loading, they will have to 'press any key to continue'. |
| 10-07-2004, 07:59 PM | #5 |
Guest | im aware that the default loading screen doesnt require the user to press a key after loading. what im saying is that ive seen maps that use custom loading screens (where you can input which text is displayed etc) that do not require the user to "press any key." i was just wondering if anyone knew how to do it. |
| 10-07-2004, 08:10 PM | #6 |
That happens when you're the last one loading (With the suckiest comp), usually anyway. It's probably made that way to skip extra waiting for other players. I've personally only experienced it with my old comp or when the connection between us playing (This has happened twice with my new comp) is going to China and back again. Other then that I always get "Press any key to continue". Edit: If there "Was a way", we would know about it. So if you're not getting a positive response here from someone then expect it to be pure bogus and/or luck. |
| 10-08-2004, 06:21 PM | #7 |
as much as I see it, you can use a full-sized custom loading screen but no text. Some worked around that with using the picture used as loading screen, writing the text right on it, so that it doesnt overlap with the player-bars (those with the players names showing if they are ready (green) or not (grey). |
| 10-10-2004, 09:18 PM | #8 |
Guest | i might end up doing that. im still a little skeptical as to if that map is bypassing the "press any key" part though. every single time ive played it it has loaded fast then it goes right to "waiting for other players" and i have to wait awhile. this tells me that its not me and my "sucky" comp loading slow. with as many times as ive played this map i would think that ive at least once have not been the last to finish laoding with athlonxp @ 2+ ghz, 1gb ram, and 128mb radeon 9200... anyway i was also wondering something else... i have a custom building. i want to make it so that it will slowly damage any buildings within a certain range of it (and leave units alone). i was thikning to use something like a healing ward with a negative effect (not sure if you can make the ward damage though) but i think it will also damage the nearby units. i was hoping one of you could solve the problem without triggers, but if triggers are needed that okay. |
| 10-11-2004, 01:56 AM | #9 |
Shouldn't need triggers. The flaw with using a negative Healing Ward Aura is that, I believe, that ability is hardcoded to only start affecting a unit if its health isn't at full. So, it would never *start* hurting buildings. However, there's nothing wrong with using something like negative Unholy Aura or Poison Cloud with the Targets set to include Structures and to not include Ground or Air. You *might* be able to use Immolation, but you can't, for example, make that target friendly units, which means that, to some extent, the targets for it are hardcoded, which means you also might not be able to make it target buildings and not units. Give it a shot. |
| 10-11-2004, 12:57 PM | #10 |
Guest | are you sure you meant unholy aura? it seems that it just affect attack or something like that. where in the tree is poison cloud under? i looked everywhere but couldnt find it. is it an undead ability? |
| 10-11-2004, 03:42 PM | #11 |
Unholy Aura affects life regeneration, which can be made negative to cause things to lose life, so yes, that works. Poison Cloud is the ability that Abominations and Poison Wards have, and yes, it should be in the Undead units section. |
| 10-16-2004, 06:14 PM | #12 |
simply use the "damage buildings aura" which is already made and used by the Tornado-Ultimate of the Naga Seawitch, though it wont stack with the Tornado if that is used in the map. Besides, negative skills with only buildings should work, but healing ward and similiar might be bugged, so you go safest with that Tornado Skill or Immolation. |
| 10-19-2004, 10:36 PM | #13 |
Guest | just a couple more quick questions: you know how wen a hero uses windwalk the owning player sees a translucent version of the hero, and enemies done see them at all? is there a way to make allies and enemies both see a translucent version? if i have a force share units (not advanced) will they be able to use one anothers inventories and upgrades? if not, whats the easiest way to make this possible? |
| 10-20-2004, 01:07 AM | #14 |
sorry i do not know |
| 10-20-2004, 05:36 AM | #15 |
hm, they see him as this when they got true sight, so you could trigger a -0 armor fearie fire without animation to be cast on him. Dunno if theres any way to make units look like that without windwalk /shadowmeld / invisibilty or whatever. for the second question, upgrades are only possible on advanced if I have that right in mind (you cant do that in melee for instance). You could use a shop with "items" that are instantly used and trigger the research of the upgrade (you can buy stuff in allied shops, doesnt even need shared control). Inventories work just fine on shared. |
