Recent content by PaladinHeart

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    Is it possible to use triggers or something to change a spell's icon based on level?

    Yes I'm beginning to realize this is a lot of extra work. I may reduce the total number of spells. 11 would take a loooong time. xP I may just do 4 for now. But anyway, thanks for the information. I did finally figure out all the information I needed. The main thing is using spellbooks with...
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    Is it possible to use triggers or something to change a spell's icon based on level?

    I did find this: function Learn_Actions takes nothing returns nothing if GetLearnedSkillLevel() == 1 and GetLearnedSkill() == <hero skill> then call UnitRemoveAbility(GetTriggerUnit(), GetLearnedSkill()) call UnitAddAbility(GetLearningUnit(), <adder spellbook ability>) call...
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    Is it possible to use triggers or something to change a spell's icon based on level?

    Is it possible to use triggers or something to change a spell's icon based on level? I'm using a spellbook with abilities in it, and I'd like to have the abilities appear differently, depending on each ability's level.
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    How could I make an attack that hits the first target it contacts?

    I'd like to make a more realistic type of map, so is there a way to make the attack hit the first damage-able unit that gets in the way? I would also like to have an ability that makes the unit's primary attack hit randomly (being more or less accurate, based on the ability's level) but I'm not...
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    Is it possible to change an ability icon with a trigger?

    Oh well. Guess I'll use a more generic icon for now and maybe go back later and fix it differently. Course that would be even more work in the long run... :(
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    Is it possible to change an ability icon with a trigger?

    I hate to use all sorts of dummy abilities, so I was wondering if it's possible to simply change the icon with a trigger? I'd like for the ability to have a different icon at levels 1, 2, 3, 4, and 5 without having to make 5 different abilities for 11 abilities, which would be making 55...
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    Building attachments?

    That's possible. I guess I just assumed that every building had at least one default attachment point. I'll try the combinations later today.
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    Building attachments?

    I'm trying to get an attachment to appear at the base of a building, like at the center, middle. The building is using an imported plant model, and I can't figure out why the attachment isn't showing up. I've tried origin, head, chest, large, medium, sprite... is there a certain combination I'm...
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    Recipe code not working

    This trigger simply isn't going to work so I decided to use most powerups to charge up an ability's level, and then when a particular item type is used it draws levels from the ability, removes the item, and creates a new item. It should theoretically work much better, although I haven't tested...
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    Recipe code not working

    Yes, the hero has 6 powerups. The trigger does not fire when the hero obtains neither 5 nor the 6th powerup. So if it is designed for 5 powerups then I think it should have fired when the hero was given the 5th powerup. Right? The powerups all stay in the hero's inventory and nothing happens at...
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    Recipe code not working

    Ah, my bad. Although that one line that was unreadable doesn't seem relevant, since the trigger doesn't seem to get that far. Should I temp disable all actions after "create item" and see what happens? Theoretically, all 6 items should be destroyed and the new item should appear on the floor...
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    Recipe code not working

    Any ideas what I'm doing wrong? The basic idea is to take any 6 power up items (which i've limited to only food types) and turn it into one item with extra charges. It doesn't create the item at all though. Kitchen Recipes Copy Events Unit - A unit Acquires an item...
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    Need two diff destructibles, destroyed by 2 diff unit types.

    Actual Destructibles. Thank you, I used your advice and realized I had to be very specific and now everything seems to be in good working order. I didn't realize that I had to specify the specific types of orders being given. I just figured it would stop any and all orders if they did not match...
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    Need two diff destructibles, destroyed by 2 diff unit types.

    I need two different destructibles, destroyed by 2 different unit types. Eggs and rock chunks. However, every time I add any "targeted as" to the egg sacks, it does nothing. The unit that can kill rock chunks can still target the egg sacks. If I remove targeted as "debris" then nothing can...
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    Game Cache Problem

    Thanks. I'll check out the code sometime and see if I can apply it differently to my map. :thup:
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