- Joined
- May 20, 2017
- Messages
- 50
Oh my god so cutie
(17 ratings)
People wanted a medieval variant of my concrete barrier. This is pretty much it
6x4 and 4x6?That's very nice !
Is it possible to have 6x4 and 4x6 variants ?
Keep the good job, we need more people like you these days.
I mean, yours is 4x4 tiles (like a farm), and in my map there's 6x4 and 4x6 walls (for horizontal and vertical).6x4 and 4x6?
why dont you just make your wall models nxn size?I mean, yours is 4x4 tiles (like a farm), and in my map there's 6x4 and 4x6 walls (for horizontal and vertical).
But that can be edited through triggering, so it's not a big deal.
Might be a version issue. It uses functions that works exclusively for post-reforged versions of wc3. To be precise the unit change skin functions.I cant open the test map, is it suppost to not be allowed?
yeah you right, i found the problem is the native function that change the skin, thanks.Might be a version issue. It uses functions that works exclusively for post-reforged versions of wc3. To be precise the unit change skin functions.
what would be the version? tell me pleaseyeah you right, i found the problem is the native function that change the skin, thanks.
whatever version that has BlzSetUnitSkin native function, i would say 1.31+ however i cant find any changelog mentioning the function. i can mod this to work with previus versions if the OP allow me to.what would be the version? tell me please
... i can mod this to work with previus versions if the OP allow me to.
Yeah, but there's another way that doesnt break the buffs, effects nor selection. I already made the one with the native func to replace, however im going to try another way.You can just replace the unit. Would have used replace, if changing skin wasn't just better in most ways (Doesn't break selection, doesn't break continuous effect, only require you maintain one unit in the object editor, etc.).
Feel free to.
what would be the version? tell me please
How would the system be in that aspect since some would use it for campaigns in previous versionsSimplemente puede reemplazar la unidad. Habría usado reemplazar, si el cambio de aspecto no fuera mejor en la mayoría de las formas (no interrumpe la selección, no interrumpe el efecto continuo, solo requiere que mantenga una unidad en el editor de objetos, etc.).
No dude en.
it wouldn't work well with effects, also it would feel uncomfortable for people very special with some little bugs, for example you has the orc catapult with the fire effects, if the wall is attacked while being constructed, at the end of construction the effect will be removed. Where it could be more noticeable is for example you give the wall a carrying ability like the orcs burrows, when the code works your units inside the building will get lost. Also the wall could move to the next position in rare cases.How would the system be in that aspect since some would use it for campaigns in previous versions
No trabajara bien con efectos, ademas se sentiría incomodo para gente que es muy especial con los pequeños bugs, por ejemplo la catapulta orca con su efecto de fuego, si el muro es atacado miestras está siendo construido, al final de la construcción el efecto será removido. Donde se notaría más sería por ejemplo si le das al muro una habilidad de cargar unidades como las madrigueras orcas, cuando el codigo corra, las unidades que están guarnecidas se perderán. Además el muro se movera a la posición de al lado en casos raros.
Por suerte ya hice el codigo el cuál no necesita la función nativa "replace". Sin embargo no lo posteare aún, he agregado una nueva variante de muro al codigo e hice my propio modelo de muros, lo posteare como una contribución solo si el OP me lo permite, de cualquier forma quiero agregar algunos otros modelos de edificios para postearlo como un set.
Hey, could you share with us that code which doesn't need the "replace" native function ? I play on 1.27b and I would love to use this wall system, it's much easier to use in-game than the one I created for my maps, which relies on individual buildings with different orientations.it wouldn't work well with effects, also it would feel uncomfortable for people very special with some little bugs, for example you has the orc catapult with the fire effects, if the wall is attacked while being constructed, at the end of construction the effect will be removed. Where it could be more noticeable is for example you give the wall a carrying ability like the orcs burrows, when the code works your units inside the building will get lost. Also the wall could move to the next position in rare cases.
Lucky ive already made the code which doesnt need the "replace" native function. However i wont post it yet, id added a variant wall to the code also made my own wall models, ill post it as contribution only if the OP allows to do so, anyway i want to add some other buildings models to post it as a set.
This one works fine, doesnt use skin function nor replace function, i could share it with you. The problem is that i cant save it as a previus map versión, so i could share the code with you (if OP allows me to) also the model i completly modified to work this way and give you instructions.
set bj_wantDestroyGroup = true // no leaks
call GroupAddGroup(GetUnitsInRangeOfLocAll(sub_dist, loc), udg_temp_group)
...
set loc = Location(pos_x, pos_y)
...
call RemoveLocation(loc) // no leak
// Early exits
if IsUnitAliveBJ(GetTriggerUnit()) == false then
set n = null
set s = null
set e = null
set w = null
return
endif
set count = CountUnitsInGroup(udg_temp_group)
// End piece
if count == 1 then