Special Effect - Create a special effect attached to the overhead of (Triggering unit) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
kindof a bloody explosion.. it's in units - special
res
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
(resnum[Player number of (Owner of (Triggering Unit))]) Not equal to 0
Actions
Hero - Instantly revive (Triggering unit) at (Center of (Playable map area))...
I'm not trying to be nasty, but if you don't know how to create spells I think perhaps you should get some more mapping experience before trying to create models..
I'm getting kind of good at triggers yet still have no idea how to model
Then again, perhaps modelling is completely different and...
the reason it affected the cooldown is that it was triggered to occur when the target begins casting the ability i.e. before he actually casts it.
so the trigger occurs before he actually does the spell, which means that if the trigger kills the target, he can't cast the spell, and if he...
correct me if I'm wrong here but all you're after now is "how do i make dummy units owned by the player".
add this to the molotov cocktail trigger
Set Molotovchucker = (Triggering Unit)
and put this into the MC reciever trigger
Unit - Create 1 Dummy Caster for (Owner of (Molotov Chucker)...
dunno why you're getting the problem, but since its a 50% chance, you could just as easily have a random number between 1 and 2 and if it is 1 you do the stuff...
Unit - Create 1 Dummy for Player 1 (Red) at (MK offset by (Random real number between 200.00 and 600.00) towards (Random real number between 0.00 and 359.00) degrees) facing Default building facing degrees
this is why they only showed to the right - they were only able to go in a 0 degree angle...
Goldmine Cart damage
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Triggering unit)) Equal to Footman
Actions
Set goldcarthp = (Integer((Life of (Triggering unit))))
Set attacker = (Owner of (Attacking unit))
Set goldcart =...
like saw792 said, it really is hard without seeing the trigger.
if the trigger uses a simple action say "unit - order <unit> to move to <point A>"
then the obvious solution would be to change the action to:
Unit - Order YourUnit to Attack-Move To (Center of (area A))
with another trigger...
dunno how the summon/spawning works with line tower wars but for the income i woudl just add
set income[player number of triggering player] to income[player number of triggering player] + x
and have a periodic event or a timer event to pick every player and add income[player number of picked...
Maybe just silly things?
e.g. they can change their hero's model which has absolutely no effect on combat, or they get commands such as
-blue
-green
-music
to put on good music and/or to tint their character a certain color? that way people with codes would have more fun, but people...