Recent content by averes

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    How to check if a building is "complete"?

    Lmao didn't know there were two events for this. All that hate over 1 letter :( EDIT: The event you said doesn't exist, atleast I've been unable to find it. Which still leaves the question how one returns the unit that constructed the structure.
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    How to check if a building is "complete"?

    Yeah just tested it. Apparently they both return the constructed structure... Does that mean there isn't a way to return the builder?
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    How to check if a building is "complete"?

    Exactly... the triggering unit is the units whos construction just finished. IE the builder. Also, if you do end up needing your structures to have a custom value for something else you can replicate this using a unitgroup. Just add all completed structures to it and check if the building is in...
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    How to check if a building is "complete"?

    Just a note, I'm pretty sure in this case Triggering Unit would refer to the builder, youd need to use ConstructedStructure.
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    Structure upgrade 'greyed' after an issued train order finishes

    Like in castle fight I'm making a build continuously train units back to back as they finish. The spawner's supposed to be able to upgrade as well. When the spawner first finishes being built a unit is queued up to train perfectly, when it finishes though the upgrade ability is permanently...
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    AI Question

    An AI such as this isn't to hard to make. If you can tell me exactly what you want the hunter to, such as things to do in certain situations if 2 players are nearby etc etc I can make it for you pretty easily.
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    I need spell ideas for [ Illidan the Demon Hunter ]

    What about Illidans abilities from WoW? Shear: Remove 10/15/20/25 percent of the targets maximum and current HP. They regain the maximum HP back after 3/4/5/6 seconds. Ring of Flame: Whenever Illidan attacks he creates a ring of flame around the target dealing 5/10/15/20 dmg a second to...
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    Storing Current Commands To Resume Them After A "Stop" Command

    This may work. Probably would be better written in JASS though, but here it is in GUI first. Add Order Events Unit - A unit enters (Entire map) Conditions Actions Trigger - Add to Set Order <gen> the event (Unit - (Entering unit) Is issued an order targeting a point)...
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    Tryin to make a spell MUI

    Actually less damage from spreads wouldn't be much harder. In fact, you could set it up this way, which I think would be pretty cool. A unit takes damage based on there custom value. The amount thats added to a units custom value when they become infected is equal to half of the infecting...
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    Tryin to make a spell MUI

    What Dirac posted can still be used. Just replace lesser poison with your original poison spell. In the spreading trigger make it periodic, make it look through all units on the map that have the poison buff and do the thing about spreading, within 100 range or w/e. Then whenever a unit is...
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    Tryin to make a spell MUI

    Unless my acronyms are wrong MUI is multiple unit instances, so the above post wouldnt work (it would only work for 1 unit). If you want to stay within the GUI and not work with local variables make the variable "Targeted_Unit" an array. Whenever a unit is hit with the ability add them to the...
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    Unit takes damage event - need jass skills

    Blah Events Unit - A unit enters (Playable map area) Conditions Actions Trigger - Add to ExtraDmg <gen> the event (Unit - (Entering unit) Takes damage) Remove all events from your current extra dmg trigger and add that trigger. Then, whenever a unit enters the...
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    Make unit immune to Stun/Bash?

    Trigger your bash and stun spells. Then in the triggers for those spells, before the stun is actually done just check if the unit to be stunned is in a group of immune units, which it would be added to either when it was made or cast an immune spell. If it is, don't stun them.
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