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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:
Image

Spoiler:
Image


But they wont drop unlike the program called fake-player from LANcraft or hiveworkshop:
Spoiler:
Image



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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