It's not map related, it happens sometimes in some maps, sometimes doesn't, sometimes it happens in some maps in which it usually doesn't happen...No pattern
Nobody can tell you the difference between JASS and triggers because you aren't talking about same things. JASS also uses triggers, it is just that you write code to make them, and you don't use graphical user interfaceWhile most of things can be done in GUI, some things are hard and tiresome to...
Here:
Spell
Events
Conditions
Actions
Unit Group - Pick every unit in (Units within 150.00 of (Position of (Triggering unit))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)...
function CheckSpell takes nothing returns boolean
return GetSpellAbilityId() == 'A000' //Checks if the ability being cast is 'A000'
endfunction
function Knock takes nothing returns nothing
call SetUnitPositionLoc(udg_targ, PolarProjectionBJ(udg_loc, DistanceBetweenPoints(udg_loc...
Well this is the knockback which fires when a unit casts a spell, and you'll have to make 4 variables to make it work:
#1 :Name: cast
Type: unit
#2 :Name:targ
Type: unit
#3 :Name: loc
Type: Point
#4 :Name: bool
Type: Boolean
Here's the code(name the trigger "Knockback"...
You can change it via this action:
TEST
Events
Conditions
Actions
Unit - Set <WHICH UNIT'S> movement speed to <WHAT SPEED>
And knockback is a bit harder to make in GUI, can I make it for you in JASS?
EDIT: And don't forget that max unit movement speed is 522.
There is a special action for opening, destroying and closing gates:
Untitled Trigger 001
Events
Conditions
Actions
Destructible - Open/Destroy/Close <WHICH GATE>
Ok, so the wave is actually in x axis, and the y axis is moving at constant speed. So you need to make only sinuses in one dimension, and for half a circle and that is Pi*radians.
I suggest making an array of locations on start and calculating the reals on the start of your map, so it doesn't...
No, I don't believe anything similar to that exists.
It is in Unit actions, not Hero:
Untitled Trigger 001
Events
Conditions
Actions
Unit - Order <What Unit> to move <which item> to inventory slot <WHICH SLOT>