Basically I have a spell which is creating a dummy caster that's supposed to cast Blizzard (The default one from Archmage that is untouched). To debug the spell, I've went as far as creating a periodic timer to continuously cast the spell along with printing out a debug message of the casted...
Can I make the spell a hero ability, set the requirement level to 6 then give it to the unit as a default ability or do I have to include it as a hero ability on the unit in which I have to make the dummy caster a hero as well? The latter option would be very undesirable as it would create a...
The link that you gave me, to my best knowledge, is only applicable to the cases where you can define a pathing map, which only works on building (Hence, I stressed that this is for a unit not a building).
Edit: Never mind, I found the solution myself. Thanks.
I have a unit (Note: Not a building) that is using tentacle (from forgotten one) as a model.
I set the collision size from 30 to 100 but the collision is not working at all.
Is there another setting on the object editor I have to mess around with? Or is the collision thing also dependent on...
How do you make the spell impale so that it is...
Non-Unit Targetable (Can only target locations)
Does not make the impaled targets invulnerable while they are in air
Or are those something that I'd have to make a custom triggered version of impale for?
I played a map today where the map prompts that I am spoofing (Which I actually was at the time) and displayed that I was not eligible for achievements.
How do you check if the players are spoofing in a map??
ok.. so I need to make a type of filter which blacklists certain units and this is how i did it so far:
globals
//Blacklisted Units
private constant integer BL_UNIT_1 = 'h047' //Dummy
private constant integer BL_UNIT_2 = 'h04I' //Dummytarget
private constant integer...
If I coded the above function in GUI equivalent, I'd have the same problem. I should just delete the JASS code above to avoid people being misled then.
No, the effect doesn't have anything to do with the problem. I still get the same problem even if I comment that line out. The healthbar I am...
I made a cinematic filter which Fades Out/In a black mask to simulate a "blind" effect for the player affected by the spell. After the black mask disappears, the health bars on all units are gone. To be exact, they get misplaced to the bottom-left of the screen.
Why does this happen? Anyway to...