Well, this is the first map I've ever created with WC3 edit. Maybe some of you guys have more skill than I have atm and could answer those questions to me.
1) If I use another model for buildigs, especially towers, they have one line of sight only. It would look much better, if they'd have the line of sight the direction they are attacking, but I haven't found out how to do this yet. Anyone has an idea?
2) Playing SQHTD you hight have realized, that some items have an active spell, like my magic orb f.e. Maybe you wonder why you don't see any cooldown effekt even if there the msg "Not rdy yet" coming if you try to use mo within 60 seconds again. The truth is: I don't have any idea, how to make items showing the cooldown of their actives. I'd be gradeful if anyone could telll me how to do.
Well, I already discovered that myself. If you put the active item ability on the first position in the item's abilities list, it works fine. E.g. Tornado (Item) + Item: Manaregeneration + Hero-Attribute-Bonus (10 Agility) will work for Tornado, but Item: Manaregeneration + Tornado (Item) + Hero-Attribute-Bonus (10 Agility) will not work, because Tornado is not in the first position.
3) Maybe you wonder why my healthpotions aren't stackable in hero's inventory. First I tried to do this, but weren't able to with any option given. So is there any option? Or do I have to solute via triggers like:
Event: Units accuires Item; Condition: Type of item manipulated == Healthpotion; Action: Remove all Healthpotion with x charges; Add Healthpotion with x+1 charges;
Sadly, there is no attribute for items that makes them stack in inventory. So you actually have to use triggers in the type I explained above. Making units able to pick stackable items with full inventory - the way it works in DotA - is even more complex and I haven't implemented it yet.
4) To make a comparision of an issued order, there is only the option to enter a string. But where can I look up valid order strings now?
The answer is kinda simple. Create a trigger like: ----------------------------------------------------------------- Event: Unit - A unit Is issued an order targeting an object Unit - A unit Is issued an order targeting a point Unit - A unit Is issued an order with no target Conditions: Actions: Game - Display to (All players) the text: (String((Issued order))) ----------------------------------------------------------------- Frequency used orders are: [list] [*] Moving a unit to a point or an unit via 'mouse-rightclick': smart[/*:m] [*] Stop: stop[/*:m] [*] Hold position: You won't believe - holdposition[/*:m] [*] Attack: attack[/*:m] [*] Patrol: patrol[/*:m][/list:u]
Well, as you can see, for the 'rightclick'-order, there is only the order string 'smart' available. To differentiate between actions that will be done, if the triggering unit reaches the targeted point, like picking an item, attacking an emeny aso. you have to use an other trigger.