FlameDrake
Dragon Quest
Mấy bác cho hỏi là tại sao trong lúc tạo map thì thấy các Doodad nhưng khi vào war 3 host map đó chơi thì ko thấy Doodad đâu
Mặc dù vẫn hiện trên bản đồ
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Mặc dù vẫn hiện trên bản đồMấy bác cho hỏi là tại sao trong lúc tạo map thì thấy các Doodad nhưng khi vào war 3 host map đó chơi thì ko thấy Doodad đâuMặc dù vẫn hiện trên bản đồ
2. dữ liệu model đã không import hoàn toàn vào map với dạng mdx,mdlbạn đã sử dụng 2 chương trình nén cùng một lúc? có thể bạn đã chọn tick không đúng hoặc chưa hiểu hẳn chức năng của tick đó (bạn hãy thử bỏ các tick về việc tối ưu hóa các tệp blp và model rồi thử)
đôi lúc trong tệp mpq của bạn có model đó, loại texture đó nhưng của người khác thì không, vì vậy chuyện không thể load được như vậy là vô cùng bình thường. Hãy giúp người đó có được bản mpq của bạn
Unit - Set life of (Triggering unit) to ((Max life of (Triggering unit)) + ((Max mana of (Triggering unit)) x 5.00))
Làm sao để 1 Hero ngẫu nhiên được bán trong 1 nhà như trong chế độ Single Draf của Dota ai chỉ em đc ko , làm sao tự nhiên căn nhà đó bán đc 3 Hẻo ngẫu nhiên của 3 loại Strengh , Agi, Intel ,chỉ cần chỉ cách cho nó bán thôi còn mấy cái khác em tự mò đc
Mode Single Draft
Events
Player - Player 2 (Blue) types a chat message containing -sd as An exact match
Conditions
Actions
Cinematic - Clear the screen of text messages for (All players)
Game - Display to (All players) for 10.00 seconds the text: |cff6ab5ff-sd|r: Ho...
Trigger - Turn off (This trigger)
Multiboard - Create a multiboard with 4 columns and 12 rows, titled |cffffff00Thèng k...
Set Single_MultiBoard = (Last created multiboard)
Multiboard - Maximize Single_MultiBoard
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
Multiboard - Set the display style for Single_MultiBoard item in column 1, row (Integer A) to Show text and Hide icons
For each (Integer B) from 2 to 4, do (Actions)
Loop - Actions
Multiboard - Set the display style for Single_MultiBoard item in column (Integer B), row (Integer A) to Hide text and Hide icons
Multiboard - Set the display style for Single_MultiBoard item in column (Integer B), row 1 to Hide text and Show icons
Multiboard - Set the display style for Single_MultiBoard item in column (Integer B), row 7 to Hide text and Show icons
Multiboard - Set the width for Single_MultiBoard item in column 1, row (Integer A) to 7.25% of the total screen width
Multiboard - Set the text for Single_MultiBoard item in column 1, row 1 to |cffff0000Eastern|r
Multiboard - Set the text for Single_MultiBoard item in column 1, row 7 to |cff00ff00Western|r
Multiboard - Set the icon for Single_MultiBoard item in column 2, row 1 to ReplaceableTextures\CommandButtons\PASBTNbasic str.blp
Multiboard - Set the icon for Single_MultiBoard item in column 3, row 1 to ReplaceableTextures\CommandButtons\PASBTNbasic agi.blp
Multiboard - Set the icon for Single_MultiBoard item in column 4, row 1 to ReplaceableTextures\CommandButtons\PASBTNbasic int.blp
Multiboard - Set the icon for Single_MultiBoard item in column 2, row 7 to ReplaceableTextures\CommandButtons\PASBTNbasic str.blp
Multiboard - Set the icon for Single_MultiBoard item in column 3, row 7 to ReplaceableTextures\CommandButtons\PASBTNbasic agi.blp
Multiboard - Set the icon for Single_MultiBoard item in column 4, row 7 to ReplaceableTextures\CommandButtons\PASBTNbasic int.blp
For each (Integer A) from 2 to 4, do (Actions)
Loop - Actions
For each (Integer B) from 1 to 12, do (Actions)
Loop - Actions
Multiboard - Set the display style for Single_MultiBoard item in column (Integer A), row (Integer B) to Hide text and Show icons
Multiboard - Set the width for Single_MultiBoard item in column (Integer A), row (Integer B) to 2.00% of the total screen width
For each (Integer A) from 2 to 6, do (Actions)
Loop - Actions
Multiboard - Set the text for Single_MultiBoard item in column 1, row (Integer A) to (Name of PlayerArray[(Integer A)])
For each (Integer A) from 8 to 12, do (Actions)
Loop - Actions
Multiboard - Set the text for Single_MultiBoard item in column 1, row (Integer A) to (Name of PlayerArray[(Integer A)])
Set UnitGroupArray[140] = (Units in pickhero <gen>)
Unit Group - Pick every unit in UnitGroupArray[140] and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Custom script: call DestroyGroup (udg_UnitGroupArray[140])
For each (Integer A) from 2 to 6, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(PlayerArray[(Integer A)] slot status) Equal to Is playing
Then - Actions
Set Point_Array[(Integer A)] = (Center of Reg_SD[(Integer A)])
Unit - Create 1 |cff00ff00Tinh Linh|r (Tiny) for PlayerArray[(Integer A)] at Point_Array[(Integer A)] facing Default building facing degrees
Selection - Select (Last created unit) for PlayerArray[(Integer A)]
Unit - Add Random to (Last created unit)
Custom script: call RemoveLocation (udg_Point_Array[bj_forLoopAIndex])
Set Random_Hero = (Random integer number between 1 and Random_Count_CL)
Set Single_RandomCL[(Integer A)] = Single_RandomCL_Data[Random_Hero]
Multiboard - Set the icon for Single_MultiBoard item in column 2, row (Integer A) to Single_StringCL[Random_Hero]
Unit - Add Ability_HeroCL[Random_Hero] to (Last created unit)
Set Ability_HeroCL[Random_Hero] = Ability_HeroCL[Random_Count_CL]
Set Single_StringCL[Random_Hero] = Single_StringCL[Random_Count_CL]
Set Single_RandomCL_Data[Random_Hero] = Single_RandomCL_Data[Random_Count_CL]
Set Random_Data_CL[Random_Hero] = Random_Count_CL
Set Random_Count_CL = (Random_Count_CL - 1)
-------- ----------- --------
Set Random_Hero_TP = (Random integer number between 1 and Random_Count_TP)
Set Single_RandomTP[(Integer A)] = Single_RandomTP_Data[Random_Hero_TP]
Multiboard - Set the icon for Single_MultiBoard item in column 3, row (Integer A) to Single_StringTP[Random_Hero_TP]
Unit - Add Ability_HeroTP[Random_Hero_TP] to (Last created unit)
Set Ability_HeroTP[Random_Hero_TP] = Ability_HeroTP[Random_Count_TP]
Set Single_StringTP[Random_Hero_TP] = Single_StringTP[Random_Count_TP]
Set Single_RandomTP_Data[Random_Hero_TP] = Single_RandomTP_Data[Random_Count_TP]
Set Random_Data_TP[Random_Hero_TP] = Random_Count_TP
Set Random_Count_TP = (Random_Count_TP - 1)
-------- ----------- --------
Set Random_Hero_MT = (Random integer number between 1 and Random_Count_MT)
Set Single_RandomMT[(Integer A)] = Single_RandomMT_Data[Random_Hero_MT]
Multiboard - Set the icon for Single_MultiBoard item in column 4, row (Integer A) to Single_StringMT[Random_Hero_MT]
Unit - Add Ability_HeroMT[Random_Hero_MT] to (Last created unit)
Set Ability_HeroMT[Random_Hero_MT] = Ability_HeroMT[Random_Count_MT]
Set Single_StringMT[Random_Hero_MT] = Single_StringMT[Random_Count_MT]
Set Single_RandomMT_Data[Random_Hero_MT] = Single_RandomMT_Data[Random_Count_MT]
Set Random_Data_MT[Random_Hero_MT] = Random_Count_MT
Set Random_Count_MT = (Random_Count_MT - 1)
Else - Actions
For each (Integer B) from 2 to 4, do (Actions)
Loop - Actions
Multiboard - Set the icon for Single_MultiBoard item in column (Integer B), row (Integer A) to ReplaceableTextures\CommandButtons\PASBTNEmpty.blp
For each (Integer A) from 8 to 12, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(PlayerArray[(Integer A)] slot status) Equal to Is playing
Then - Actions
Set Point_Array[(Integer A)] = (Center of Reg_SD[(Integer A)])
Unit - Create 1 |cff00ff00Tinh Linh|r (Tiny) for PlayerArray[(Integer A)] at Point_Array[(Integer A)] facing Default building facing degrees
Unit - Add Random to (Last created unit)
Custom script: call RemoveLocation (udg_Point_Array[bj_forLoopAIndex])
Set Random_Hero = (Random integer number between 1 and Random_Count_CL)
Set Single_RandomCL[(Integer A)] = Single_RandomCL_Data[Random_Hero]
Multiboard - Set the icon for Single_MultiBoard item in column 2, row (Integer A) to Single_StringCL[Random_Hero]
Unit - Add Ability_HeroCL[Random_Hero] to (Last created unit)
Set Ability_HeroCL[Random_Hero] = Ability_HeroCL[Random_Count_CL]
Set Single_StringCL[Random_Hero] = Single_StringCL[Random_Count_CL]
Set Single_RandomCL_Data[Random_Hero] = Single_RandomCL_Data[Random_Count_CL]
Set Random_Data_CL[Random_Hero] = Random_Count_CL
Set Random_Count_CL = (Random_Count_CL - 1)
-------- ----------- --------
Set Random_Hero_TP = (Random integer number between 1 and Random_Count_TP)
Set Single_RandomTP[(Integer A)] = Single_RandomTP_Data[Random_Hero_TP]
Multiboard - Set the icon for Single_MultiBoard item in column 3, row (Integer A) to Single_StringTP[Random_Hero_TP]
Unit - Add Ability_HeroTP[Random_Hero_TP] to (Last created unit)
Set Ability_HeroTP[Random_Hero_TP] = Ability_HeroTP[Random_Count_TP]
Set Single_StringTP[Random_Hero_TP] = Single_StringTP[Random_Count_TP]
Set Single_RandomTP_Data[Random_Hero_TP] = Single_RandomTP_Data[Random_Count_TP]
Set Random_Data_TP[Random_Hero_TP] = Random_Count_TP
Set Random_Count_TP = (Random_Count_TP - 1)
-------- ----------- --------
Set Random_Hero_MT = (Random integer number between 1 and Random_Count_MT)
Set Single_RandomMT[(Integer A)] = Single_RandomMT_Data[Random_Hero_MT]
Multiboard - Set the icon for Single_MultiBoard item in column 4, row (Integer A) to Single_StringMT[Random_Hero_MT]
Unit - Add Ability_HeroMT[Random_Hero_MT] to (Last created unit)
Set Ability_HeroMT[Random_Hero_MT] = Ability_HeroMT[Random_Count_MT]
Set Single_StringMT[Random_Hero_MT] = Single_StringMT[Random_Count_MT]
Set Single_RandomMT_Data[Random_Hero_MT] = Single_RandomMT_Data[Random_Count_MT]
Set Random_Data_MT[Random_Hero_MT] = Random_Count_MT
Set Random_Count_MT = (Random_Count_MT - 1)
Else - Actions
For each (Integer B) from 2 to 4, do (Actions)
Loop - Actions
Multiboard - Set the icon for Single_MultiBoard item in column (Integer B), row (Integer A) to ReplaceableTextures\CommandButtons\PASBTNEmpty.blp
Mode Single Draft Buy
Events
Unit - A unit Starts the effect of an ability
Conditions
(Unit-type of (Triggering unit)) Equal to |cff00ff00Tinh Linh|r (Tiny)
Actions
Set Point_Array[1] = ((Owner of (Triggering unit)) start location)
Set Point_Array[2] = (Position of (Triggering unit))
Special Effect - Create a special effect at Point_Array[2] using Abilities\Spells\Items\AIam\AIamTarget.mdl
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Random
Then - Actions
Set Random_Hero = (Random integer number between 1 and 3)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Random_Hero Equal to 1
Then - Actions
Unit - Create 1 Hero_ArrayCL[Single_RandomCL[(Player number of (Owner of (Triggering unit)))]] for (Owner of (Triggering unit)) at Point_Array[1] facing Default building facing degrees
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Triggering unit))) + ( ®· chän ngÉu nhiªn ®Âîc + (Name of (Last created unit))))
Selection - Select (Last created unit) for (Owner of (Triggering unit))
Multiboard - Set the icon for Single_MultiBoard item in column 3, row (Player number of (Owner of (Triggering unit))) to ReplaceableTextures\CommandButtons\PASBTNEmpty.blp
Multiboard - Set the icon for Single_MultiBoard item in column 4, row (Player number of (Owner of (Triggering unit))) to ReplaceableTextures\CommandButtons\PASBTNEmpty.blp
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Random_Hero Equal to 2
Then - Actions
Unit - Create 1 Hero_ArrayTP[Single_RandomTP[(Player number of (Owner of (Triggering unit)))]] for (Owner of (Triggering unit)) at Point_Array[1] facing Default building facing degrees
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Triggering unit))) + ( ®· chän ngÉu nhiªn ®Âîc + (Name of (Last created unit))))
Selection - Select (Last created unit) for (Owner of (Triggering unit))
Multiboard - Set the icon for Single_MultiBoard item in column 2, row (Player number of (Owner of (Triggering unit))) to ReplaceableTextures\CommandButtons\PASBTNEmpty.blp
Multiboard - Set the icon for Single_MultiBoard item in column 4, row (Player number of (Owner of (Triggering unit))) to ReplaceableTextures\CommandButtons\PASBTNEmpty.blp
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Random_Hero Equal to 3
Then - Actions
Unit - Create 1 Hero_ArrayMT[Single_RandomMT[(Player number of (Owner of (Triggering unit)))]] for (Owner of (Triggering unit)) at Point_Array[1] facing Default building facing degrees
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Triggering unit))) + ( ®· chän ngÉu nhiªn ®Âîc + (Name of (Last created unit))))
Selection - Select (Last created unit) for (Owner of (Triggering unit))
Multiboard - Set the icon for Single_MultiBoard item in column 2, row (Player number of (Owner of (Triggering unit))) to ReplaceableTextures\CommandButtons\PASBTNEmpty.blp
Multiboard - Set the icon for Single_MultiBoard item in column 3, row (Player number of (Owner of (Triggering unit))) to ReplaceableTextures\CommandButtons\PASBTNEmpty.blp
Else - Actions
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Not equal to Random
Then - Actions
Player - Add -150 to (Owner of (Triggering unit)) Current gold
For each (Integer A) from 1 to Total_Heroes_CL, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Ability_HeroCL_Data[(Integer A)]
Then - Actions
Unit - Create 1 Hero_ArrayCL[(Integer A)] for (Owner of (Triggering unit)) at Point_Array[1] facing Default building facing degrees
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Triggering unit))) + ( ®· chän + (Name of (Last created unit))))
Selection - Select (Last created unit) for (Owner of (Triggering unit))
Multiboard - Set the icon for Single_MultiBoard item in column 3, row (Player number of (Owner of (Triggering unit))) to ReplaceableTextures\CommandButtons\PASBTNEmpty.blp
Multiboard - Set the icon for Single_MultiBoard item in column 4, row (Player number of (Owner of (Triggering unit))) to ReplaceableTextures\CommandButtons\PASBTNEmpty.blp
Else - Actions
For each (Integer A) from 1 to Total_Heroes_TP, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Ability_HeroTP_Data[(Integer A)]
Then - Actions
Unit - Create 1 Hero_ArrayTP[(Integer A)] for (Owner of (Triggering unit)) at Point_Array[1] facing Default building facing degrees
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Triggering unit))) + ( ®· chän + (Name of (Last created unit))))
Selection - Select (Last created unit) for (Owner of (Triggering unit))
Multiboard - Set the icon for Single_MultiBoard item in column 2, row (Player number of (Owner of (Triggering unit))) to ReplaceableTextures\CommandButtons\PASBTNEmpty.blp
Multiboard - Set the icon for Single_MultiBoard item in column 4, row (Player number of (Owner of (Triggering unit))) to ReplaceableTextures\CommandButtons\PASBTNEmpty.blp
Else - Actions
For each (Integer A) from 1 to Total_Heroes_MT, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Ability_HeroMT_Data[(Integer A)]
Then - Actions
Unit - Create 1 Hero_ArrayMT[(Integer A)] for (Owner of (Triggering unit)) at Point_Array[1] facing Default building facing degrees
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Triggering unit))) + ( ®· chän + (Name of (Last created unit))))
Selection - Select (Last created unit) for (Owner of (Triggering unit))
Multiboard - Set the icon for Single_MultiBoard item in column 2, row (Player number of (Owner of (Triggering unit))) to ReplaceableTextures\CommandButtons\PASBTNEmpty.blp
Multiboard - Set the icon for Single_MultiBoard item in column 3, row (Player number of (Owner of (Triggering unit))) to ReplaceableTextures\CommandButtons\PASBTNEmpty.blp
Else - Actions
Else - Actions
Camera - Pan camera for (Owner of (Triggering unit)) to Point_Array[1] over 0.00 seconds
Custom script: call RemoveLocation (udg_Point_Array[1])
Custom script: call RemoveLocation (udg_Point_Array[2])
Unit - Kill (Triggering unit)
^
GUI thì không thể nhưng nếu bỏ EGUI vào map thì có thể (nhớ EGUI có lệnh này thì phải!)

Cái đó là dùng để hồi máu khi mất, cón ý muốn hỏi là + thẳng vào HP luôn
Vì dụ có 5000 HP 250 Mana, bla bla gì đó, cái HP = 5000 + ( 250 x 4 ) = 6000
Và máu Hero từ 5000 chuyển wa thành 6000
Custom Script: call State_ChangeMaxHealth(target, value, boolean)
EGUI hình như không xài được lệnh đó
Dùng Unit State System này có thể set được max HP. Cách dùng trong GUI là:
Mã:Custom Script: call State_ChangeMaxHealth(target, value, boolean)
Cho Em hỏi làm sao để tành hình mà vẫn tấn công được không hiện hình như until Slark trong Dota ạ ?
Ai biêt trả lời hộ mình luôn, cũng đang cần câu này :)

Mọi ngừoi giúp mình skill này nữa :): Trong bật thì phản lại mọi sát thương (vật lý và phép) trong 5 giây!
Event
Condition
Triggering unit has a [COLOR="#FF0000"]buff[/COLOR] equal to true
Action
Unit - Cause triggering unit deal (damage taken) to damage source