I want a 20% chance for a unit to cast Breath of Frost.
The problem I'm having is what Event do I use for this? Do I use a spell like bash/critical strike or do I use only triggers?
Wierdly enough, no triggers. I was trying to make a team for a campaign map, so I could just copy paste them without triggers.
I'm gonna try a game against bots to see if I'm going insane or if Corrosive Breath really doesn't work.
Had a unit a custom Corrosive Breath, and went to test it out on buildings, but for the life of me I couldn't see the difference in damage.
So I spawned a chimera and removed the tech tree requirements for the actual corrosive breath, so I could see 50 damage per second on buildings.
Nada...
I think what you're looking for is, uh...
Action
Unit Group - Pick every unit in (Units owned by Player 1 (Red)) and do (Unit - Move (Triggering unit_ instantly to (Center of Red Play <gen>))
I think Unit Group is probably what you want.
If you don't want to move every unit owned by the...
This might sound like a silly question,
But where would I be uploading the map to?
The Helper website?
Edit: Also, rather than start an entirely new topic, I thought I'd throw out what feels like a simple question.
How do I set it so units will chase indefinitely? I appear to have forgotten...
Dammit.
I love a good puzzle.
Alright, I figured out how to damage random units, not that it helps. I really didn't think of it hurting only its team mates.
It's not the spell hurting them, but the trigger, which is the problem. I had a look and I can't figure out a way for it to... not. There...
For the stone I'd say have him summon a unit at the target location, possibly with the 'locust' ability so it can't be targetted with, yeah, Immolation and a slow.
For the trees thing why not just have 'damage area', and... gosh, lemme see if I can figure out a full trigger.
Event...
So I'm making a custom map with custom units, and in one particular situation there's just meant to be a worker making things on their own (a sort of makeshift defence).
So I've imported the AI through the import manager, gone and had a trigger that says
Event
Time elapsed 1:00 second...
I've got a trigger that currently works.
It spawns a random level 1 creep. Unfortunately, I've noticed it only spawns level 1 creeps from the tileset I'm using (lordaeron summer) whereas I want it to spawn level 1 creeps from every set.
Is there a way to make this happen by normal...
I've been meddling in quests and I can't seem to get them to work.
This question is pretty much aimed at someone who knows how to make the quests work.
I have a quest, Quest 1, which requires the player to go to a point. On the way they can get a secondary quest, Secondary 1...