| 07-04-2002, 06:14 AM | #1 |
I've gotten my copy and I've noticed a few things. -Place down an orc fountain of blood, double click it to bring up a window, then click ok. The fountain will have lost its red color. -It could just be me, but this is alot more reponsive than the beta maped was. Seems faster. -Underground blight looks very cool :) -Regions look pretty now! -There's a new event for detecting if the hero abilities button is clicked, and it says this should only be used in singleplayer. Has anyone tested its multiplayer functionality? Cuz for keyboard maps it would add another key -- 'o' -Anybody checked out the preloading triggers yet? I bet those could help speed up my old CTF map... -Anyone know how to temporarily disable a hero ability in game? I don't want the player's hero to be able to spend his skill point until he reaches a building. -Argh... still no way to detect if one player kills another. I know bounty removes some of the need for this but there are still circumstances in which you could need it. Am I missing something? Oy ve, back to the elaborate trigger workarounds... -You can finally tell the difference between gather skills, etc. because of parenthesis descriptions. YAY! -I never looked for this in the original editor -- where do you change the sky? Or can this only be done with triggers? (in which case why does the editor have an option to show the sky? :p) -How do you place demon units? I haven't played through sp game yet (only on Human5), so maybe it's just supposed to be these red orc guys..... |
| 07-04-2002, 06:22 AM | #2 |
there is an event reponse for killing unit. Use owner of killing unit to find which player killed your unit. Leaderboards are now updated correctly using this method. Life101's LeaderBoard example http://www.wc3campaigns.com/forums/s...=&threadid=784 |
| 07-04-2002, 06:36 AM | #3 |
There's a type of armour name "divine" of which only "chaos" attack type could inflict damage on it. I only discovered when running my own create game whereby 1 of the enemy is Archimonde. I gather all the high damage unit to attack, but to my surprise, it took a long bloody time just to damage a 10 HP. Then I refer to the regeneration rate of that unit and discovered that it had a value of 3 typical higher than most unit, although most of the undead unit almost had a value of 2 for regen. Later on I tried to kill that Archimonde but it was the same, only later when I recalled the campaign in Orc mission05 that the Chaos orc had "Chaos" type of attack made me search for the armour of Archimonde. |
| 07-04-2002, 02:57 PM | #4 |
Disable the ability for the player then enable it when he gets to point x. |
| 07-05-2002, 12:44 AM | #5 |
Guest | Check Undead -> Special for the undead units. |
| 07-05-2002, 07:57 AM | #6 |
Guest | Darkmoogle means demon units:) |
| 07-05-2002, 08:01 AM | #7 |
That is not a abilities, but the attack type and armour type |
| 07-08-2002, 05:52 PM | #8 |
Guest | You change the sky in the preferences settings, but I don't know if that actually changes how it appears in the map when played later. LilBlueSmurf |
| 07-12-2002, 09:41 AM | #9 |
Hey, dataangel saw your complain at battle.net. Could you add this as well: Include more event like 1) A unit cast a spell/magic 2) A unit uses a ability 3) The special effect on unit will only disappear after the decay is completed! |
| 07-12-2002, 06:32 PM | #10 |
Nope, even after decay is complete the special effect stays in memory. So even if I set it up to remove units corpses as soon as they die, it's still a pain. But yeah I'll add those. |
| 07-13-2002, 01:13 AM | #11 |
-Place down an orc fountain of blood, double click it to bring up a window, then click ok. The fountain will have lost its red color. Whether or not the fountain has it's color depends on the animation that's playing at the moment. You can scroll through animations in the preview screen in the editor, and can control in-game animation with the animation actions -Argh... still no way to detect if one player kills another. I know bounty removes some of the need for this but there are still circumstances in which you could need it. Am I missing something? Oy ve, back to the elaborate trigger workarounds... Use player owned unit event, and refer to (Owner of (Killing unit)) to determine who killed a unit. Put in conditions if you want it to be a certain player's unit or a certain type of unit. |
