Multiple questions, need some help please

hopy

Active Member
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Well, I can remember getting money from units once in a preveous atempt, but if it's hardcoded than I think I'm confused with something else.

I will try to experiment a bit more, and afther that think of a different plan or something to replace this.
 

hopy

Active Member
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64
Nope sorry, I usualy test this map with friends at their house but that aint posible atm, and my little brother has changed his password. D:
 

Jonnycakes

New Member
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6
For question 2-corpses stay there forever when a unit dies. The animation of the corpse depends on the unit's death animation (I think). When a unit dies that you won't need anymore, you should remove the unit or it will be there forever(a leak). "Event-Unit dies Condition-Unit type of (dying unit) equal to <unit type> Action-Remove (dying unit) from the game" should take care of the issue.

For question 3-it is a little messy, but you could have the item ability be a dummy spell, then a trigger that hides the casting unit, creates a morph unit, and selects that morph unit for the player. Then when it wears off, remove the morph unit, move the original hero to the location of the morph unit and unhide it.

For question 6-how about an active that adds spell damage to his attack for an amount of time? Perhaps it could just supplement the speed increase buff.
 

hopy

Active Member
Reaction score
64
For question 2-corpses stay there forever when a unit dies. The animation of the corpse depends on the unit's death animation (I think). When a unit dies that you won't need anymore, you should remove the unit or it will be there forever(a leak). "Event-Unit dies Condition-Unit type of (dying unit) equal to <unit type> Action-Remove (dying unit) from the game" should take care of the issue.

Alright, thank you :)
Should that "remove from the game trigger" realy be made for every unit in the game? or just the ones I kill with my triggers ...

Doesn't warcraft usualy automaticly remove all those units from the game and prevent lag?

For question 3-it is a little messy, but you could have the item ability be a dummy spell, then a trigger that hides the casting unit, creates a morph unit, and selects that morph unit for the player. Then when it wears off, remove the morph unit, move the original hero to the location of the morph unit and unhide it.

I will try doing that thank you.
The only disadvantage to this methode is that the unit wont count as a hero and the morph units strenght will not be based on the hero's level etc ... but ow well those are details XD won't matter much.

For question 6-how about an active that adds spell damage to his attack for an amount of time? Perhaps it could just supplement the speed increase buff.

Intresting, using this would actualy change the whole playstyle of the hero a little if I make a few small changes in some other parts as well. :)
Wich is good since I wanted it to be different from what it was befor.


Thank you for your post, has been a great help +rep
 

HydraRancher

Truth begins in lies
Reaction score
197
Alright, thank you :)
Doesn't warcraft usualy automaticly remove all those units from the game and prevent lag?

Yes, but in your case, I think your unit is failing to be removed, thus creating a leak.
 
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