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...
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...
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...
Is there a way to have the game display all the abilities a hero has (Including the ones that is not normally displayed)?
I need this for debugging purposes.
I heard one of the Blizzard natives called preload can be used for reading/overwriting external files so that if for instance, you were making an RPG map, you can use the function to save/load the character information on the generated file and you can use the function to call it instead of...
This works perfectly fine but
local unit u = GetTriggerUnit()
call DestroyEffect(AddSpecialEffectTarget("war3mapImported\\asd.mdx",u,"origin"))
This doesn't
local unit u = GetTriggerUnit()
call DestroyEffect(AddSpecialEffect("war3mapImported\\asd.mdx",GetUnitX(u),GetUnitY(u)))
Second...