| 10-24-2005, 02:07 AM | #1 |
Anyone who has any good ideas to put into a WW3 map let me know here. |
| 10-24-2005, 07:54 PM | #2 |
- give night elf playyers bonus wisps in the begining and give them special building to entange gold mines... (buildings that build FAST...) unless you mean a custom unit world war map, in which case: make it blanced.... |
| 10-24-2005, 08:21 PM | #3 |
I mean the normal one, and I've built 2 things to fix the ne problem, one that works is 1 mine with double gold. I've also worked on a tree that entangles both, but it hasn't worked right. |
| 10-25-2005, 03:30 AM | #4 |
you could always give wisps a custom ability based off stormbolt named "entangle gold mine" with a cast time of say, 20 seconts, a damage of 0, and when the ability is cast on a gold mine, replace it with an entangled gold mine owned by the owner of the casting unit. (you may need to add gold to the mine, and write a trigger to replace it with a default gold mine should it die.) also, "infinite" gold in all mines would be nice.... (periodically add gold to all mines.) and increase the cost of upgradeing a town hall... (or great hall, tree, necopolis..) so that a player cannot simply fast teck and hurt you badly. And, remove air... or nerf it... its impossible to defend against an army of hippo riders as they slaugter your outposts. (considering that you cant defend ~10 outposts with 1 army...) |
| 10-25-2005, 08:52 PM | #5 |
I think 9999999 gold is enough as it is. I tried using replace already to do it, its alot harder than you think, and the dying replace doesn't work right. |
| 10-25-2005, 09:20 PM | #6 |
Trigger 1: An ability is cast ability = entangle mine? (dummy spell) target of ability = "goldmine" replace (target) with (entangled goldmine) (may need to add gold to it!) Trigger 2: A unit dies unit type of dyeing unit = entangledgoldmine create 1 (gold mine) at (location of dieing unit) remove (dieing unit) SHOULD do it. (there is a minor memory leak in there.... but forget about it. shouldent be a problem) |
| 10-26-2005, 01:50 AM | #7 |
That wouldn't work at all. The dying unit is dead and no longer exists(I think) It wouldn't be in the same spot. I finished a version that I abandoned that entangled all the mines when the tree was built except the extra mine detangled once the tree upgraded to a tree of ages. |
| 10-26-2005, 02:55 AM | #8 | |
Quote:
when a unit dies it still exists untill it decays. The data of a units location is stored untill 1 of 2 things happens: - The unti is removed via a trigger - The unit decays beyonde showing bones, and thus is removed automatically. so unless you remove dying units right as they die with triggers, what i showed you WILL work. try things before questioning them :P |
| 10-26-2005, 08:54 PM | #9 |
I DID TRY IT It wouldn't be in the same spot anyway. |
| 01-02-2006, 03:32 AM | #10 |
If you go to www.wc3sear.ch go to models and look for a guy named: Illidan(Evil)X He has some awsome custom World War Models expecially planes. |
| 01-02-2006, 03:57 AM | #11 |
Weapons: Flamethrower, Sniper Rifle, Rifle, Machinegun, Automatic Rifle, 9mm Pistol, Glock, Desert Eagle, Grenades. Mounted Machine gun. AA gun Vehicles: Submarine, Transport boat, Airplane, helicoptor, jeep, tank, battleship, Patrol boat, Carrier, Jet. Items: Radar, Medipack, Stimpack, Clips, Dynamite, Landmine, Toolbox, Bonoculars, Timebomb, Pipegrenade, Army Hat, Army Camo, Antibullet vest. |
