Recent content by Ishveal

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    Fissure sort of spell

    Nope still moves along with the fissure... I just noticed something... Maybe the fault lies in the fact that i keep moving the whole group so if the attacked unit at the first fissure he will keep moving down all 14 of them and then do the action on the last unit...? EDIT: Nope... still no...
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    Fissure sort of spell

    They are already units but they curved around the units that are attacked and the coding is flawed at this moment cause i was experimenting but so far this has been most successful Rippling Shot Events Unit - A unit Begins casting an ability Conditions (Ability being...
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    Fissure sort of spell

    The spell i'm trying to make is like dota's earthshaker's fissure. It is a spell which creates fissure models in a straight line on the map damaging and stunning all it hits. After this the units are unable to move on the area where the fissures are... Now my spell is a bit diff. I tried using...
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    Art-Missile speed = Movement-Speed base??

    No missile speed is the speed at which that specific art travels. Say for instance the missile art is an arrow. The 300 is how fast that arrow will travel... 1 being veeeeery slow and around 3000 being in a few split seconds... If you want movement speed it would be further down the object...
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    Unit selection

    Didn't know you could add to the destructibles and stuff haha, quite new to this world editor thing so i'm just messing around to get used to it... Well thanks guys the models and so on works, now just to figure out the actual programming of the spell....
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    Unit selection

    I checked destructibles but fissure isn't there so i can only do it with units so far i've seen...
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    Unit selection

    The problem with locust is it takes away collision which i am kinda aiming for here... I can always create units below it to give them the .mdl and just create them for the collision but i think that could cause unnecessary lag... So is there a way to make them unselectable and stil have...
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    Unit selection

    I've made a spell like earthshaker's stun from dota. Basically it is an arrow that creates fissures behind it and block that area off. I have used units for this effect and gave them a fissure model. This was the only way i know how to do it. But without the .mdl they are selectable. Any way to...
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    Spell Crit Error

    I know the cloud doesn't do anything i was just checking what the effect does cause ive never used effects before and just forgot to take it out again... But yeah i fixed the problem with the custom buff so it works now
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    Spell Crit Error

    If i cast the spell with only the jaina model its fine but when the units enter the effect and start to get dmg it just crit errors and crashes the whole program... got same immolation on another dps spell so im guessing its not the immolation spell... EDIT: Ok so i figured out that the slow...
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    Spell Crit Error

    The prob is my warcraft gets a crit error every time i cast the spell and a unit enters the animation or 600 aoe... Probably just my war3 thats got some installation prob somewhere
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    Spell Crit Error

    well the casting of the spell is fine... but as soon as something enters animation is just crashes... every single time... The trigger name in the map is called Hurricane, maybe it could just be my war3 going down the shitter...
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    Spell Crit Error

    Hurricane Events Unit - A unit Begins casting an ability Conditions (Ability being cast) Equal to Wind force Actions Unit - Create 1 Slow aura for (Triggering player) at (Position of (Triggering unit)) facing Default building facing degrees...
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    Spell Crit Error

    Ok this is kinda hard to explain seeing as I have no clue how to import the GUI stuff in the forum. Basically what the spell does is create 5 units around the triggering unit. The first unit has permanent immolation over a range of 150. 2nd unit has 300, 3rd has 450, 4th has 600... the 5th...
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    Selection Scale

    Is there a way to set a unit's selection scale to 0? mine can only got till 0.1...
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