| 10-10-2004, 08:16 PM | #1 |
I just found out that I can make a custom minimap screen! This is pretty interesting. I was wondering if there is a way to make it so later in the game, the custom minimap picture is taken away so you can see the minimap? Other question is this thing about spells and tree. How would I go about making a spell where when I target it to a tree, the tree chucks a net at the first person who comes within range of it? Also I want one where flame strike is casted on the tree when someone enters range. I need these traps for my map because I feel it would add some interesting freatures to it, beware of tree :god_help_us: |
| 10-10-2004, 08:37 PM | #2 |
No, you can't change the minimap while inside the game. You're overwriting the existing one if you make a custom one, no way you can undo that ingame. |
| 10-10-2004, 08:40 PM | #3 |
For the trees, I think you would need dummy casters and some variables to store the trees, but how you would get the exact tree, I don't know I haven't done this in a few months and don't have 1.17 |
| 10-10-2004, 09:05 PM | #4 |
Well, each tree is it's own object, and you can make a single target spell that targets destructibles only, so that's how you'd store it. Then you would just detect if a unit came in range and WHAM. |
| 10-10-2004, 09:32 PM | #5 |
Yea but...how would I detect? |
| 10-10-2004, 09:39 PM | #6 |
Have a trigger Code:
Events Conditions Actions -Make (Triggering Destructible) cast X on (Entering Unit) Code:
Events -A unit casts a spell Conditions -Spell is = to FlameStrikeTrap Actions -Trigger - Add event (A Unit Comes within 600 of (Target of (Spell being cast))) to (YourOtherTrigger) That's what I'd do. You need to check if destructibles can cast spells though. I'm not sure if they can. You'd have to make a dummy unit cast it. |
