ok thanks everyone, i will try that after i get back home. someone asked why patrol instead of attack-move?
if i change it to attack-move to then caster units like shamans or necromancers won't cast auto-cast abilities like bloodlust or raise dead. with Patrol they do cast.
Here is a trigger which creates units for Humans:
Spawn Footmen
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 1 Footman for Player 11 (Dark Green) at (Center of Human Top 1 <gen>) facing (Position of (Triggering unit))...
in my map, the units are created in a region by a trigger. then the units patrol-to a region which is in the enemy base. but the problem is when the units get stunned, they return back to the starting region, how to fix this so they continue their journey to the enemy base?
thats a trigger i use in my map and it works exactly like in Castle Fight. Using regions.Events
Unit - A unit Is issued an order targeting a point
Unit - A unit Is issued an order targeting an object
Conditions
And - All (Conditions) are true...
Mercenary Camp for only Player 1 (Red)?
Hi all,
I want to make for example a mercenary camp that only allows Player 1 (Red) or Player 3 (Purple) to buy units from it. DOes anyone know how to do that?
thx
i just remembered..you are right, i bug such things in dota with barathrum's passive bash by quickly right-clicking on different enemy units and it kinda sucks.
i was wondering if i added a cooldown time for a dummy unit or anything, i just cant think of how i can do that using triggers. any...
hey all i wanted to make an ability for a unit Warlock. The ability should have 20% on attack to launch a chain lighting on the attacked unit. i use dummy unit for this, here is my trigger:
Warlock Chain Lighting
Events
Unit - A unit Is attacked
Conditions
And -...