You will have to make sure they actually have 2 of the item before removing any.
For each (Integer A) from 1 to 6, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item...
I dont think it can be.
How about making it a unit owned by neutral?
Just make it act like a destructible with the object editor by giving it 0 vision range and movement etcetra.
that doesent fix his issue, he needs to check for the same item type twice but not find the same item object. I have to go so i do not have the time to trigger that for now.
You could also add/remove the ability via trigger/jass whenever it needs to be controlled.
You could also re-create the ability with the base of a non autocast spell and use triggers to imitate autocasting.
click on the trigger, to the right it shows
Trigger comment:
(white empty box)
Trigger function:
Triggername
events
....
Right click on the trigger name click on copy as text. you can test that it works by using Ctrl + V
Put wc3 tags around it and post it. [wc3] [/wc3 ]
Also...
Just add a if/then/else to the beginning.
if
(Random item in Spawn <gen>) Equal to No item
then
Item - Create Random_Sword[(Random integer number between 1 and 3)] at (Random point in Spawn <gen>)
skip remaining actions
else
The rest of the current code
There's no need for a...
First removing the code tags makes this much more readable.
Since i can't see an obviouse problem for some reason ill post all my concerns.
1. In the second trigger, switch the place of these two lines:
Unit - Remove (Picked unit) from the game
Unit Group - Remove (Picked unit) from...
To my understanding it is not for units, but imports. It is for preventing lag whenever an imported file is used/spawned. I have easily 1200+ imports on one of my maps and havent found a reason to justify its use.
Yes, A number of things you can open while ingame, playing a map, you can edit. Including the full player interface and most of the other interfaces like dialogs, cinematics, quests, log et-cetera.
But not the main menu or any menu not avialabe while playing a map. A map is an extension of the...
Possibly the trigger was made in a modified version of the editor and has left information even though the trigger was deleted. But since the people loading the map do not have the modified editor you have, there editor does not recognize the issues. Have them download the same editor mod you...
The 2nd and last trigger are using the same event are probably incompatible.
The last trigger depends on
((Dying unit) is in DungeonCreeps) Equal to True
But the second posted trigger removes all units from the unit group:
Unit Group - Remove (Picked unit) from DungeonCreeps
Actually looking...
Untitled Trigger 001
Events
Unit - Paladin 0000 <gen> Is loaded into a transport
Conditions
(Transporting unit) Not equal to Human Transport Ship 0002 <gen>
Actions
Unit - Order (Transporting unit) to Unload Paladin 0000 <gen>
Note you cant add...