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[Asking for help] Enable save but for forced fakeplayers http://forum.wc3edit.net/deprotection-cheating-f64/enable-save-but-for-forced-fakeplayers-t33098.html |
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Author: | XD! [ July 20th, 2016, 2:07 am ] |
Post subject: | [Asking for help] Enable save but for forced fakeplayers |
LINK: http://www.mediafire.com/?iv585zlhv5k9g1i This linked HostBot Client ("GenBot" from http://thegenmaps.forumotion.net/t29-download-genbot) allows: more than >1 fakeplayers bot_fakeplayersinlobby = 11 bot_morefakeplayersinlobby = 11 Spoiler:
Spoiler:
But they wont drop unlike the program called fake-player from LANcraft or hiveworkshop: Spoiler:
Now it just scratched the part of me... when these fakeplayer are able to choose their hero: Code: call IssueNeutralImmediateOrderById(<player ordered>,<hero tavern unit>,<desired hero unit in tavern>) And then I can let them pick different job classes as well. And build them in one go, not multiple loads. Well a similar way would be run multiple WC3 instances via virtual machine or via kloader with upto 8+ instances of the game. I would like to refrain from using that multiple windowed WC3 for RAM issues. How do I save it for all and make the names fixed to XDexclamationPT via trigger instead of detecting playernames? e.g. -saveall ... will generate each of the playerslots save code, with each one's progress or build but with name of player red instead of getplayername()... I usually play etales, tkok, gaias, but there's a common trend to trigger other similar ORPGs as well. |
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