sry for the late reply but was studying for exams..
i actually used a guard tower and compared the difference and changed it accordingly then it worked.there would be a red box if u want to build on another unit...thanks for help tho +repp :thup:
Ok..
i followed this tutorial for making my towers turn to hit creeps
http://www.hiveworkshop.com/forums/general-mapping-tutorials-278/tower-turning-tutorial-33448/
But i found a bug after trying it out.
when u build a tower,while in the process,if u build another one right beside the tower...
Is it possible to adjust a bridge length? or make something that allows units to walk through thats like a bridge..the bridges in editor is too long or short..
ty
:thup:
Spell Name:Overflamed
Code Preference:Gui
Spell Type:MUI
Levels:1.25 Firebolts.Level 2:30 Firebolts.Level 3:35 Firebolts. CD 8. Mana Cost 0.
Spell Description:The Firelord Releases X Firebolts Around Him At Random Points In A 350 Aoe Dealing 50 Damage To Any Enemy Target That Is Around Him...
uhmm no its not like that..if you could download the map and see you would understand..the hero has no abilities at all.you cannot replace it.its not even shown in the object editor.. :(
http://www.thehelper.net/forums/showthread.php/99225-Hero-Towers I just read this guide and wanted to use it in my td map but i found out that the hero from the tower will have its original abilities?will i be able to remove that because i want to use my custom abilities for the hero..
Yes the caster can stop the channeling and the spell can be interrupted.if the spell is interrupted the firelord will still be able to attack and cast spells.
thx