I noticed that sometimes it worked depending on my hero skill choice order, so I fixed it by preloading the shockwave in the first few seconds of the game. I have no idea how or why it fixed it, but it fixed it.
Locusted units are able to cast spells. I already use them in the map, casting lightnings and slows and soul burns and hexes and stuff. For whatever reason, just the shockwave isn't working.
But I tested it anyways without the locust because I'm really stumped... the unit appeared with the...
How do you envision the banning process itself? One possible way is this:
All of the bannable units appear in a circle, everyone can see them.
Red Ban
Events
Player - Player 1 (Red) Selects a unit
Conditions
Actions
Player Group - Pick every player in (All players)...
I'm making a spell where a unit fires off a shockwave when it deals damage. The dummy is created, but no shockwave fires.
ShockwaveTotem2
Events
Game - GDD_Event becomes Equal to 0.00
Conditions
(Level of Shockwave Totem Periodic for GDD_DamageSource) Greater than 0...
I've searched online pretty extensively, gone through the mpq .txt files, and facerolled the keyboard, and I still can't find a way to make my active items use letter hotkeys for my map.
As it is now, active items use the numpad hotkeys, and I want a way so that they use a letter (ideally...
If you look in Advanced -> Game Interface, under Models, there's the Command Button - Cooldown value. Import the cooldown UI that you want into the map, and then add it from there.
I think that dota's cooldown ui was floating around thehelper somewhere, but has been removed, not sure...
I'm using the Neutral Building - Add (Unit-Type) to <Marketplace>
Here's one of the triggers:
EnableMercenary
Events
Unit - A unit Acquires an item
Conditions
(Item-class of (Item being manipulated)) Equal to Purchasable
Actions
Set tmpInt = (Item level of...
You should use a damage detection trigger, and set unit life equal to (1 + damage taken) when damaged, with the condition that the damage taken is greater than or equal to the remaining hitpoints.
I just found this link for damage detection with the search function, I've never used it...