bmddota / barebones Goto Github PK
View Code? Open in Web Editor NEW:meat_on_bone: A starter Dota 2 custom game with useful hooks, settings, and libraries.
License: Apache License 2.0
:meat_on_bone: A starter Dota 2 custom game with useful hooks, settings, and libraries.
License: Apache License 2.0
When opening playground.vmap in Hammer, the editor crashes and returns to desktop.
UNIVERSAL_SHOP_MODE = false
RECOMMENDED_BUILDS_DISABLED = true
SHOW_ONLY_PLAYER_INVENTORY = false
DISABLE_STASH_PURCHASING = true
Create an enemy hero and send him into the jungle to die
Open shop in fountain with the enemy hero still selected.
When the enemy hero dies, the suggested items panel will open.
After purchase item from the shop, attribute will directly added to the hero, drop item on the ground is useless.
When item drag from one container to another container, it will go wrong.
Text examples work, but I have been unable to get any type of image to show up as part of a notification. Instead of displaying an image, I see "No Text provided."
I tried to run barebones in source 2. it tries to load template map and goes back to main menu. How to fix this?
I know this question is not that related with the project but I dont know how I can implement Drag and Drop Menu into Dota 2
Not sure what's causing it, but some mods that use the barebones framework display incorrect gold values on Hero kills (eg. "Tusk pwned Storm Spirit for 0 gold!"), and on building kills, it claims that they were killed by a neutral creep.
I've extensively tested this and it is consistently reproduced. The debug prints (OnTeamKillCredit(), OnEntityKilled()) show that it is in fact attributed to the correct team, but they grant no comeback gold as in regular DotA, and no gold splits occur when a Hero is killed by a tower or creep on the opposite team.
Is there anything in Barebones that would possibly interfere with this system in DotA? It is a pain for mods that are using the original DotA map and are "DotA-esque".
this makes it unparseable by github due not supporting ascii. I recoded it in UTF-8 and now it works.
I have this issue in my mod and I experience it as well with the healthbar example for world panels.
The healthpanel is indeed created, however not visible and also setting opacity to 1 doesnt make it visible.
Only worldpanels that are affected are ones that are tracking position of entities, if you use "position" instead of "entity" it works as intended.
To reproduce: create an enemy in a black area, than go to the enemy and notice is has no healthbar applied.
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