Haven't tested it, and I've never used the (Player) presses arrow key event before, but I'm just gonna say that this could work...
Start Turning
Events
Player - Player 1 (Red) Presses the Left Arrow key
Conditions
Actions
Trigger - Turn on TurnTrigger
Trigger - Turn on StopTurning
Trigger...
Eh. Feels like I'm asking too many questions which I should solve myself today, but I'm really confused about this one...
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Earth Slam
Actions
Set Temp_Point = (Position of (Triggering Unit))
Set...
I'm currently working on a hero which works as following:
He has 4 elemental stances, all with their own set of spells.
Whenever he casts a spell in one stance, he switches to a different stance.
I currently got this mechanic working for his Q (1st) ability (it's one based off storm bolt), but...
Well Imp's solution worked for me (decided to make a map that includes a hero with many spells :p)...
Just wondering though, is there a way to make a spell go on cooldown from the editor? I know we can't manipulate cooldowns, but we can remove them so is there a way to put it on cooldown...
Well that's awesome, I didn't think it would be that simple!
So does that also mean that a hero can have an unlimited amount of spells as long as all but 6 are disabled?
Alright, after some looking around I've discovered that spell cooldowns cannot be manipulated. Yet, when your remove a spell from a hero and add it again the cooldown gets completely reset.
So my question is: how would you make a hero that (a bit like DotA's Invoker) has many spells, each with...
Right now I have a dummy spell based on Carrion Swarm, and what I want to do is that units hit by this spell will take damage equal to x*(caster's missing mana percentage). I know how to calculate the damage and how to damage the units with it, but I'm stuck on how to detect whether a unit has...
Ah don't worry, I know what a seed is, I just didn't know that option existed ^.^
On a side-note, I don't feel like making a new thread for this, but I have 4 upgrades available for research in my map (let's just call them upgrades A, B, C and D), do you know how I could make it that when a...
So here's a problem which I could not find any solution to.
I have a hero survival map where I am having 12 players all on one team, as I do not want them to be able to attack each other (they should work together), and I made the enemy spawns to belong to Neutral Hostile.
The map seems...