i never noticed that the function returns negative values til now. but theres still one question to me:
if i use the negative angle in another function, the function uses 0 as angle. in my previous maps it truely worked but not in my current map. so my question is NOT how to fix it but why...
the returned values are degrees but they are negative values, which makes the WE set them to 0 when i use them in a function that uses an angle.
anyway it worked properly in other maps so how can i turn it back? or is my map corrupted?
i got a problem with the angle function:
Events
Unit - A unit starts the effect of an ability
Conditions
(Ability being cast) equal to push
Actions
Set pushTarget = (Target unit of ability being cast)
Set pushAngle = (Angle from (Position of (Casting...
you have two possibilities:
1. use a trigger to create a special effect on your unit and attach it to "right hand"/"left hand".
2. use a trigger to spawn a dummy unit that will cast a modified version of bloodlust which has no attack- and movementspeed bonus and doesn't rescale the units size...
create a boolean variable with an array. now add the condition "boolean[player number of owner of triggering unit] equal to false" and the action "set boolean[player number of owner of triggering unit] = true" to your trigger and it should be done.
how about this:
when you spawn a zombie, place dummy buff 1 on the zombie if he's on lane 1, buff 2 if on lane 2, ...
also place a buff on the towers which marks on which lane they are.
when a tower attacks, check the towers buff and the attacked units buff. if they are not the same(the...
the thing i would do is to make every tower shoot dummy units, which are moved by triggers. i think the performance should be fine if you don't move them too often...
uhm... you deprotected the map and changed the whole system how the game works? :nuts: sry but when you want to write a feedback about a game you have to play its original version, not a one with changed system...