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So, when I press on the "Blockers" tool, only the cliffs are marked red. Why aren't the trees?
When I make jukespots for my maps, do I have to test every single group of trees where you can and can't walk through?
I loaded the Caldavar map and tried to judge the distance of trees at some popular jukespots.. do I really have to do that?
Thanks!![]()
My suggestions:
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Maps:
Enfo's Team Survival Beta [Dream] - v1.019 (18/07/2011)
BeHoNeled Alpha (Bejeweled clone) [Dream]
I just remembered, you could also use the navigation grid to find out your juke spot.
While in the editor, open the console (CTRL+F8) and write "le_drawNavGrid true" without the quotes.
You should now see your navigation grid. In withe is where you can walk and red is where you cannot.
Maps:
Enfo's Team Survival Beta [Dream] - v1.019 (18/07/2011)
BeHoNeled Alpha (Bejeweled clone) [Dream]
Oh, cool. When I typed in "cg_drawSelectedPath true" nothing happened, it just said "Unknown identifier", but when I typed "le_drawNavGrid true" nothing happened at first but after having selected the trees I got red boxes around them.
Now I don't know how many white boxes are needed for a hero to be able to walk in the jukespot but I'll have to check at the Caldavar map again I guess.
Thanks Oloko. I gotta say though, it shouldn't be so cryptic. Either at "Entities" > "Tree Mode", or at "Blockers", there should be a "Tree Blocker Mode" IMO.
My suggestions:
The Quickshop - Popular Suggestion
Show which Allied Hero teleports at destination! - Popular Suggestion
Hero Selection Screen Pings
Sell Icon animation! - New suggestion
heroes need 2 boxes to be able to pass an area.
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I see, thanks Drasha. Yeah I noticed when I looked at the default maps.![]()
My suggestions:
The Quickshop - Popular Suggestion
Show which Allied Hero teleports at destination! - Popular Suggestion
Hero Selection Screen Pings
Sell Icon animation! - New suggestion