I think I gave up on that.... Nothing seems to be working. Thorns Aura works with 2-3 second latency ;P Other things just either don't work or require tons of scripts including periodics which I'm not going to use (and still it's still uncertain will they work or not) so I'll simply make it...
LOL that's funny :D I've actually came up with another idea on how to make the effect of this ability with no triggers. I'll add actual Thorns Aura to the unit but it will have a requirement, for instance Dummy unit and that unit will be created when you activate the spell (which drains mana...
That's not a big problem, let any kind of damage be returned back.
I've created an action inside a trigger which toggles eShield bool, it looks like this:
Trigger - Add to eShield <gen> the event (Unit - (Triggering unit) Takes damage)
Since there may be other shredders on the and they do...
Well, that's easy, I will set the requirement that range between the Goblin and the attacker must be less than, say 120, but "Attacking unit" won't work in this case I think so that's the problem.
I'm making a self-cast spell "Electric Shield" for Goblin Shredder. When the spell is active and Goblin is being attacked it automatically deals some percentage of the damage back to attacker, just like Thorns Aura does, but unlike Thorns Aura it drains mana when it's active and can be...
I have special effect which will be created three times (at most) in the game, so I can ignore that right?
And btw does this leak?
Set RealVar_X = (Facing of UnitVar)
Or this:
Action
Unit - Remove UnitVar from the game
Set UnitVar = (Trained unit)
Tutorials about leaking say that everything except for integers is leaking. I have 3 arrays (sized 10) which are being updated every 0.30 seconds and also when specific script is triggered by player. It's being updated using previous value (example: set x=x+0.1). I think if that was leaking my...
The title pretty much says it. I want the building to cast the ability whenever possible instead of casting it only when it's attacked. The building has no attacks of its own enabled if this matters. Any ideas why this is so?
I've figured it out, it's very easy actually, you export the model using MPQ master, the model is in war3patch.mpq as I remember units > other > grandprix > dwarfcar, it's easy to find the path if I'm messing it up a bit. Then you convert it to mdl with converter, then you open it as txt and...
Dwarf Car/Cart is used in GrandPrix map (included in Frozen Throne).
Units\Other\DwarfCar\DwarfCar.mdl
I used its model on my map but it had no attack animation, I checked its animations using custom script
call SetUnitAnimationByIndex(udg_Unit, udg_n)
Where Unit is a variable which is set to...
Yes, yes!
I don't seem to understand you, what is the cliff level of the unit?
I could mark every region containing cliffs and set different height offset there for camera but it's not really that bad I think. I'll just make a map with less cliffs =D But what about the other problem? When...
Thank you so much! Finally I've made but with a small issue as always.... :D The script looks like this:
(Only the height regulation part)
Events
Time - Every 0.10 seconds of game time
Actions
set Unit_Point = (Position of Unit)
Custom script: set udg_Unit_Height =...
Oh it didn't work.... Errors popped up. I created thre variables: Unit (var type unit), Unit_Point (var type point), and Unit_Height (var type real). I attached my hero to Unit in initialization than created 3 actions in periodic event:
Set Unit_Point = (Position of Unit)
Custom script: set...
Do I need a JASS trigger or custom script is enough? What is this?
call SetCameraZ(GetEnumPlayer(), udg_playerCameraZ[GetConvertedPlayerId(GetEnumPlayer())]+128)
I fount it on the following map:
http://www.hiveworkshop.com/forums/map-development-202/third-person-shooter-test-map-127704/
I don't...
I need the camera height offset to change when player walks up a mountain my third person map. How do I do set my HeightVar to the Z coordinate of the unit/hero?
For some reason when I add or remove spells from units game pauses for half a second or so, I'm making am multiplayer map so if everybody triggers this script at same period of time it won't be good. That's why I decided to make it this way in the first place. Is there a way to downgrade...
So I need to downgrade an upgrade so that abilities dependent on it shall become unusable as they were before the upgrade. Help me please. Thanks in advance.
PS
One solution may be to make a building as a requirement instead of an upgrade and create and remove it when necessary but it's too...