Martin Noya
Martin Noya
I added when implementing Blight in DotaCraft because I needed something more dynamic and customizable. The problem is Blight only takes effect **after** the building finishes construction, unlike the normal...
Yeah I see the issue. Problem with doing it there is, what if you want the custom grid type to be set as soon as it starts building? Or proggressively...
Internal tooltip is the way to go, implemented this in EleTD and Pimp my Peon as a simple line under panorama tooltips.
Reopening this, I realize the model doesn't really show how it blocks 3x3 pathing so it can look deceiving.
> When Valve makes its move 
Problem is I never managed to reproduce this problem on my local version. Is this happening on anyone's local version, or only after it's uploaded ingame on the dedicated server?
Is this still a problem?
Idle Builders and Idle Army should have a `GameUI.IsControlDown()` or `GameUI.IsAltDown()` behavior to grab all of them.
Excellent! I think we can have Unit Share through - `PlayerResource:AreUnitsSharedWithPlayerID(int nUnitOwnerPlayerID, int nOtherPlayerID)` - `PlayerResource:GetUnitShareMaskForPlayer(int nPlayerID, int nOtherPlayerID)` - `PlayerResource:SetUnitShareMaskForPlayer(int nPlayerID, int nOtherPlayerID, int nFlag, bool bState)`
Reopening this as we seem to be missing the unit-sharing capability