It works, for some reason removing the 'add hero xp' line makes it function if I tell it to kill the unit instead... Don't know where to go from here ._.
EDIT: I DO know, but why would that line not work? It's standard GUI.
Why isn't this working? I've checked, it adds the hero to the group (or rather, printing the number of units in 'tempgroup' shows '1' when tested with 1 hero), so all conditions seem to be met, but the xp gain isn't implemented, any thoughts?
Here it is;
XP Awarded
Events
Unit - A...
Ah, thanks for explaining that.
I tried 'stops casting', it didn't work, but I got around the issue by using 2 triggers, one which cleared then set a variable for the target point when casting began, and one which responded to the spell finishing, implementing the actual effects of the spell...
If I used 'stops casting an ability' then a player could cast the spell, get partway through and cancel, before the mana is expended? I vaguely remember encountering that as a problem before. Though it's been a while so I may be wrong. Trying it now. Thanks.
Simple one here, knew how to do this before, now I forget.
How do I refer to the target point of an ability being cast when using the event 'a unit finishes casting an ability'? 'Target point of ability being cast' doesn't seem to work. Any thoughts please?
Thanks in advance :)
Simple one here, knew how to do this before, now I forget.
How do I refer to the target point of an ability being cast when using the event 'a unit finishes casting an ability'? 'Target point of ability being cast' doesn't seem to work. Any thoughts please?
Thanks in advance :)
EDIT: Also...
Clearly some other part of the trigger is interfering with that part. Post the whole TGIF and explain the function of each part, and we'll see what we can do ^^
Why would they take periodic damage if the damage interval were that long? They wouldn't, because the spell wouldn't last long enough for the damage to kick in.
Most GDDs I've seen don't detect actual attacks. Also, adding hp as the unit takes damage will mean it doesn't die. So your method is correct (ish) you just need to be able to detect attacks.
But he wants to know the actual damage dealt. Knowing base damage means you have to factor in all kinds of other things, damage type, resistance etc. Much easier just to use GDD.
Why not apply the condition 'learned hero ability equal to swiftness aura'. Filters out more events, which I think saves a tiny amount of CPU and is slightly less open to abuse (?)