Is there a way to damage a unit/point with triggers? It seems like there isn't atm and you'd need to use effects to achieve this, which is really annoying. Another thing I haven't been able to find is a way disable collision - is there a certain behavior that does this?
I've been trying to create a manual charge spell (essentially the Zealots ability as a point target) with the data editor for awhile now. Its proven quite frustrating. Anyone have an idea how to go about doing this?
Unit is flying, uses locust, there are no obstacles anywhere, and the terrain is completely flat. It's still not moving straight;
It will move straight for awhile, but always strays. It's fine when I use a shorter offset (1000), but anything above that won't cut it. I don't want to trigger...
Ok, I know what a leak is. I just want to clarify something. My question is do either of these leak?
Set PointN = (Position of X)
Unit - Create 1 (Missle) for Player 1 (Red) at (PointN offset by (Random real number between 400.00 and 1200.00) towards (Random real number between 1.00 and...
Suprisingly... that works! well... sort of, I can still move the unit and attack by right clicking... oh well, I'll just have to rework what I had planned. Thanks for the help.
Is it possible to make a unit function like a ward, in that you can't order it to attack a certain target or move to a certain place while still being owned by the player?
How do you make it so when you click on an enemy hero, you can not see what's in their inventory... I know i've done this before, its just been so long and can't find it anywhere :nuts:
Simple Problem
Is there a way to disable players from sharing unit control? I swear I've seen it done in other maps..Seems like something so simple, but I looked through player settings, preferences, etc and couldn't find anything. Any help on this supposedly simple problem would be appreciated.
Ya, I tried that. Doesn't seem to work with flame strike, but works with the human building explosion, no idea why. Anyway, I guess i'll just have to use variables.
If im not mistaken creating special effects and not destroying them causes memory leaks, correct? So, with a trigger like this, how could I destroy the effects without stopping them from showing?
For each (Integer A) from 1 to 60, do (Actions)
Loop - Actions
Wait 0.50 seconds...