Recent content by Baterasis

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    Random Loot

    Once you get a hold of those variables, and if you intend to use items of different qualities, you could use my trigger. Every item you want to include in the random item pool should be made Artifacts and their levels should be ranging from 0 (common items, consumables, junk) to 3 (epics and...
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    Item Divine Shield problem

    I am using an item based on Potion on Invulnerability (or something in that manner) but I want the item to be a permanent one which doesn't vanish upon usage and instead goes on a cooldown. My problem here is, the item has been made permanent, and is clickable, but can only be used once - when...
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    Custom value of a unit

    Custom value of a unit can be used for creep respawn purposes.
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    Lots of Problems

    Are they by any chance based on the same spell? If a unit has two or more spells based on the same original spell, they will not work correctly.
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    Can only play some maps in RoC

    The easy way to fix this is to simply buy TFT.
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    Lots of Problems

    - In the trigger Spawn Doodad, you need to change 'Target point of issued order' to 'Target point of ability being cast'. - for trigger Top Left, change 'Trained unit' to 'Sold unit' in every Action line. - for all of the four triggers in the DMCommands Terrain category, change 'Target...
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    Computers able to control Locust units?

    Changing your units' ownership to Neutral Passive should stop them from attacking other units.
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    How to change the label of Lumber on the top.

    You'll find a number of Lumber labels in the Game Interface option, can't really say which one is referring to that specific line on top of the screen.
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    Random function bugged?

    It seems that checking the Fixed Random Seed box, saving and exiting World Editor, then opening the map, unchecking the box and saving the map made the random function work as intended again. If I ever get problems with random numbers again, I will make sure I try that idea of yours.
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    Random function bugged?

    I also have a random function that is executed every time a unit dies, that is working as intended. And I know that the trigger I posted has worked properly before. Guess I have to check earlier versions to find a solution.
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    Random function bugged?

    FIXED Even with the Fixed Random Seed box unchecked, the game always generates a fixed number. Changing from Test Map to manually starting the game changes nothing, not even online play changes anything. At startup, a cinematic will play, randomly displaying one of the playable Heroes with a...
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    Creep Respawn trigger (weird behaviour)

    Setting the Decay Time (sec) Bones to a higher value in the Gameplay Constants menu made it work. Thanks for your help!
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    Creep Respawn trigger (weird behaviour)

    My map contains a Creep respawn function that only seems to work when the Wait action is less than or equal to 80 seconds. CreepSet Events Time - Elapsed game time is 1.00 seconds Conditions Actions Unit Group - Pick every unit in (Units in (Playable map area)...
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    Creep revive isn't working

    You might try adding a Custom Script and assign a variable to the respawning unit: Actions Custom script: local unit udg_tempUnit Set tempUnit = (Dying unit) Wait X game-time seconds Set TempPoint = DCreep_Start_Position[(Custom value of tempUnit)]...
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    How/where to get the .wai files?

    I would like to find out how the default races' AI have been scripted, but I can only find the .ai files using an MPQ viewer. Has anyone been abled to find the .wai files that are needed to view/modify how the default AI's are scripted? Or is there any other way to create such a file from a .ai...
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