| 01-15-2006, 08:07 AM | #1 |
I think it would be cool if there was a thread in general development, in which the oddities of WC3 editor, both good and bad, can be summarised. Entry #1: Chilling effect speed reduction can only be altered via gameplay constants. This includes Frost Nova chilling effect. |
| 01-15-2006, 08:12 AM | #2 |
Shadow Strike is entirely counter-intuitive. |
| 01-15-2006, 03:47 PM | #3 |
Acid bomb is the most versitile spell in the game.(Other than channel) It Covers: Move slow Attack Slow Instant Damage Damage over time Armour Reduction Buff detection |
| 01-15-2006, 09:27 PM | #4 |
And that's a quirk, how? |
| 01-16-2006, 03:12 AM | #5 |
Shadow Strike is difficult to fathom, but it's less counter-intuitive than it is that they had more data to use than fields to put it in that make sense. It's an ability that deserves a detailed explanation. If someone were to write such an explanation, it would surely be merged with the Handy WE Tips. |
| 01-16-2006, 03:33 AM | #6 |
whats so special about Shadow strike |
| 01-16-2006, 12:17 PM | #7 |
Please remember that all units can have custom values, specifically attached to them! If you have some special condition that you need a single unit to "remember", custom values are your best friend. Please especially remember this in hero-centric maps. Heroes have their own custom values too! |
| 01-16-2006, 03:01 PM | #8 |
Trigger actions which add a unit to marketplace or remove it only apply to units which have "Sell Units" ability on their ability list. |
| 01-16-2006, 08:53 PM | #9 |
Erm...Shadow Strike...: Attack Speed Factor - How much it slows the targets attack speed Decay Power - How often it deals the decay damage Decaying Damage - The amount of secondary (poison) damage it deals per interval Initial Damage - How much damage the dagger does on hitting Movement Speed Factor - How much it slows targets movement speed The only thing i'm not sure about is how quickly the unit speeds up again, it's probably something to do with decay power. So what exactly is "counter-intuitive" about this? It's perfectly simple to me |
| 01-16-2006, 09:04 PM | #10 |
"Decay Power" is a stupid name for that field. It should be "Decay Damage Interval". |
| 01-16-2006, 09:50 PM | #11 |
Here is a good one. If you select false for 'Show minimap icon' on heroes in the object editor, it still shows thier minimap icon. You have to go to game interface and change the hero minimap icon manually. I just make a blank alpha skin out of the original hero minimap icon and import it. Then, you have to change the field in game interface to your imported "blank" minimap icon. Anyone who's ever selected the field for Show minimap icon - false on thier heroes will have been gravely frustrated. It doesn't work. Took me like a week to figure that one out. : ) |
| 01-16-2006, 10:56 PM | #12 | |
Quote:
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| 01-18-2006, 03:44 PM | #13 |
He's something quite useful: If you want to test something that needs you to control two or more teams (for example: Seeing the effect of a dispel so you need to get the enemy to debuff you, seeing which units will win in a micro'd fight for balance etc.) instead of spending ages making triggers to get the computer to control one. Make the two units both on unused team slots, then make a trigger making them both ally, share vision and full-shared unit control with your team. This way you can control two units that attack each other by default and can cast enemy-only abilities on each other |
