I think the biggest problem with that is having all the Pokemon models that you need.
Event - unit dies
Condition - Unit equal to ______
killing unit equal to hero
Action - Modify killing unit attribute to (hero strength + 5)
Something like that
Custom script: call SetUnitX(udg_unit,udg_X)
Custom script: call SetUnitY(udg_unit,udg_Y)
Im currently using this trigger to move my unit rather than
Unit - Move unit instantly to Temp_Loc_2
This is because it allows me to cast spells while sliding and also doesn't break channeling...
You have to change the import line in the import manager. I think you have to use ReplaceableTextures\CommandButtons\ and ReplaceableTextures\CommandButtonsDisabled\
I think if there is a unit classification you are not using then you can make the spiders have it. Then make the spell targets allowed only of that classification.
So when would it be better to use "Unit uses a item" if you have created unique abilities for each item type?
I don't really use it unless I have items that only have items with similar trigger effects and can't be bothered making a unique ability for all of them. I just use a single dummy...
I create a separate ability for each item. So each item that has a triggered ability, has a unique ability. Its not hard to just create another ability and change it for the item. That's why I hardly ever use the event unit uses an item.
I've always just used:
Unit starts the effect of an ability
Ability equals ______
Remove _______ from target unit of ability being cast
As long as the item has that ability in the object manager. I don't really see the problem am I missing something?
I recommend adding a periodic timer every few seconds just to make sure the damage is set correctly as there maybe other ways that your attributes increase or decrease. I assume there wont be that many Heroes on the map like that so you could add when the unit attacks as well.
Dam. I dont even understand half the stuff in the warcraft object editor. Do you know where I can find a full guide of the object editor? I've only seen ones that point out the obvious fields. I def have a look at SC2 if there trigger editor has GUI
Hmmm, I think I might look into it. What do you mean in terms of complicated? I dont know jass so I only use the GUI and some jass that I learn from guys here. Can you just import models?
I found that about 50 units per player works but does get jumpy when you walk up and down cliff levels. As long as there is a player then the neutral extras wont attack the neutral hostiles. I've never heard of this battleships crossfire before but Im not using victim or passive.
Im making a...
I found that its between 60 and 70. Varies a wee bit. Do you think if I used the other neutral player if that would work?
EDIT!! found that I can use neutral extra. This allows me to double the amount of units. 50 works the best for each. This allows me to have 100 neutral units.
Just found...
I have a trigger that creates neutral hostile units and I order them to attack move to the center of the map. I increased the Creep return distance and return time. I also added a large acquisition range.
Everything works fine until there are heaps on units in the map. Once there are a lot of...