Well. My unit is not a hero. How to actually 'move unit out of map' when it is dead. It must be for 10 players. Can somebody post a trigger on it. Thank you.
I've made myself a trigger that gives unit(non-hero) a set of abilities when buying an item, a trigger that revive the unit when it dies and a trigger that gives the item and abilities once the unit is revived(recreated actually). BUT the problem is, when the unit casts an ability and die before...
I made a unit revive trigger like this:
Revive P1
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to (==) Peasant (Human)
((Triggering unit) is owned by Player 2 (Blue)) Equal to (==) True
Actions
Do Multiple...
Setup your desire unit into variables with array for your desire unit. Set it either in map inilization or the starting of the game. Example:
Creep[1]: Spider
Creep[2]: Wildkin
Then your trigger will be something like
every x second
Unit - Create n number of Creep[Random number between a and...
I get it already. Now I got another problem. What if i have multiple shops with the ability 'Sell Item'. When I use the trigger to create item it will create to all the shops or marketplaces. So how should I trigger so that it will only create Item and remove Item in particular shop(s)?
I am just wondering how to remove an item from shop once it is bought once, so that no unit will have identical item. This applies to multiple shops, meaning if the item is sold at both team, when it is bought, it is removed from both team's shop.
It's fixed. Thank you for your solution. But instead adding the removing dying unit before the wait, I add it after it.
Revive P2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to (==) Peasant (Human)
((Triggering unit) is owned by...
Well. I've got a problem on how to revive normal unit and solved it by using some trigger I've seen on older posts. But I got another problem. My unit will revive properly, but when its corpse decay and bones are gone, the items are created again at his dying spot. I used Peasant for that unit...
Change Triggering player to Owner of Triggering Unit.Your Point Variables leaks too. Put this in your trigger.
Set TempLoc= Target point of ability being cast (At the beginning of your action)
custom script: call RemoveLocation(udg_TempLoc) (At the end of action)
I got, but is unit check, not destructible check? Maybe this?
Detect Unit
Events
Unit - A unit enters (Playable map area)
Conditions
Actions
Trigger - Add to Skilled Assaulter <gen> the event (Unit - (Triggering unit) Takes damage)
No. It really is the Forestation trigger. Because my game does not lag until i cast Forestation for 4 times and above. The more time I cast, the lagger the game. Any help??