yup, it's in gameplay constants somewhere. you can change the standard speed of the ingame clock and at what times it changes from
night->day / day->night.
It should be fairly easy to find if you look through it all :)
EDIT: bah, gosh I'm slow sometimes :P
I have a semi-finished old CTF project lying around in my usermap folder :P
This one look a great deal more thought through than mine was though. I've been dying to see a decent CTF in wc3 for ages. I hope it comes out all right in the end. I' be sure to host it on battle net as much as I can...
Yes, collision size 0 is required as the above poster say.
I usually use "unit classification - 'walkable' " too :)
Might be easier to get the exact same spot with making the unit flying though. Less restrictions than hover/ground/the others.
Might also be worth looking into making a custom...
I did that actually, and noticed that the trigger indeed didn't come past the first condition (asking for ability being cast). Which in turn means that the ability isn't even being cast, since I've triplececked that it's the right ability I put in the condition.
Knowing that, I can't see any...
You really sure about that?
You all seem to agree, so I think I'll have to try around some more with making the spells work,
since the order ID don't seem to be the problem anymore :P
Thanks guys :thup:
The unit is a hero, but the abilities are "normal" ones, so I can have more than five of 'em.
And there are only one type of hero anyway, since it's basically a building.
And well.. I tried using diffrent ID's without bothering if they were instants like you say. And that didn't work at all...
Sorry, but I really haven't got into my thick skull how this works :P
What I have:
A unit with at least 8 abilities all based off Channel.
As far as I know, I need to set diffrent order ID's on all of them to get them to work from the same unit.
What I've tried:
I've tried using only...
Well, as far as feedback goes I'll just say: Cool idea mate, make it! :thup:
If you're making a special modelm you can make animations matching those abilities too. Sounds really nice :)
So you'd all say it's better to use a unit and not a hero?
I was always under the illusion that abilities worked better if not transformed between hero/not-hero mode, and obviously units can't cast hero abilities. :o
I'll try remaking my dummy from scratch, thanks for the help guys :thup...
Nice initiative mate :thup:
I'd love it if you could make a red version of the "Charm" spell effect (it's originally blueish).
If you could add some explosion-like effect (like War Stomp maybe, but not with such a crash) to it as well it'd be great :thup:
It'll be for when taking over a...
Hi!
I've had some problems lately, with many of my triggered abilities.
It turned out it was only the ones using a dummy caster.
After some more extensive troubleshooting I realised the problem was a combination of me using a model that didn't like casting spells (unit was based on mountain...