Hey guys,
I have a spell, which forces the casting unit to perform the "attack" animation, half way through it, its animation speed is reduced to 0 for one second, afterwards it is reset to 100% and the attack happens (with bonus effect and damage and stuff).
After one cast of the spell, the...
Thanks for the answer, this helped me to understand more.
Another question: In the DDS I linked, they are indexing units with custom values. I already have a "custom value system" running in my map (a creep revival system). Do these two interfere? If yes, what would be the best solution...
Hey guys,
first of all, NO, I don't want to rebuild "Borrowed Time" from DotA, I rather want some general advice about damage detection, this is just an example.
I tried to do a passive ability, which provides for example 10 hp regeneration every time an enemy unit attacks (doesn't matter how...
Thank you, Solu9, for the info!
There aren't many Mortar-Teams and Cannon Towers, but it's still a lot of work, though, so I'd like to try a different solution.
@Imp/death_knight, well there are several triggers with "a unit dies" as the event, but I don't know how it could possibly interfere...
Hey there folks, I have a problem with creep revival.
I use the common creep revival system with custom values, made by Tinki3. Everything works fine, but if a creeps dies by a Mortar Team or a Cannon Tower, it explodes (that's what it should do), but obviously doesn't trigger the revival...
Oh my holy goodness, it finally works! I'm nearly bursting out in tears. You made it. Jetzt sehe ich gerade, dass du auch aus Deutschland kommst. Hätten wir das auch einfacher gestalten können :D Aber so können die anderen wenigstens mitlesen. Vielen Dank für deine Hilfe.
This does totally make sense to me. My problem was: I initially thought about clearing it, but I used the custom script "call destroygroup", which caused the spell to do just nothing any another time after the first time casted. I saw this function in a different trigger and just used it, is it...
Yes, that's true. It worked for me though, I don't know why. Now I implemented that, my problem still exists.
Doesn't do so in my map, neither. Of course that wouldn't be my intend, if they would stop to be moved towards the caster, when the first unit reaches it.
I really appreciate your...
Oh, well, I think, I was mistaken. I had the idea, a "memory leak" occurs, when a variable is not resetted and thus having the wrong value when you run the trigger another time. I've learned the correct form of what a "memory leak" is now. My bad.
I have forgot to point out that the spell is...
Be creative yourself. Of course we could give you some ideas, but what's the point of it? We can also build the entire map for you. Why should we? The journey is the destination.
What do you mean by "several months"? You are aware that Blizzard changed something in the World Editor 1-2 years ago, causing many maps to disfunction.
That's the only possible cause in my opinion. I don't know what's wrong with your table, I'm not that into programing yet, sorry.
Okay guys, I'm working for at least 15 hours on that son of a ***** spell, and it won't work. Specifically, it does the first time, but won't every next time, so there must be memory leaks. Unfortunately, I don't know much about them yet, and so I would humbly ask for help.
What the spell does...
Trigger:
Action
Unit - Make Unit Invulnerable
I think, you're new to triggering? If you want to do the same thing as in DotA, removing invulnerability from a unit if a special tower is destroyed, or something, just ask for it, it's really simple.
Okay, I think I get that, but what's the advantage of being able to pick an item up with a full inventory? Why don't I just use a trigger, that detects the item picked up and either do nothing, if it's the appropriate hero or replace it with a dummy one without abilities, but with the same icon...
I don't know the answer, and I think, most of the other members don't, too. We would need some more details, it can't be happening out of the blue, as you know. What attribute of the new item has changed, do it happen to melee items to, what triggers do you use with items, etc.
I had a problem...
A first thing that could help you is to use variables.
You're "wait" time adds up to nearly 2 seconds. If any other spell is casted while your trigger is running, the "Position of casting unit" and "Target point of ability being cast" will be overwritten.
Create a "point" variable, first Action...
Well, thank you once already, the tome idea is a good food for thoughts. What I didn't get is, a tome's bonus is permanent. How do you remove the effect, when the Hero drops or switches his weapon? Of course you can trigger it for every item, but then you could also use dummy items, the effort...