Once you get a hold of those variables, and if you intend to use items of different qualities, you could use my trigger.
Every item you want to include in the random item pool should be made Artifacts and their levels should be ranging from 0 (common items, consumables, junk) to 3 (epics and...
I am using an item based on Potion on Invulnerability (or something in that manner) but I want the item to be a permanent one which doesn't vanish upon usage and instead goes on a cooldown.
My problem here is, the item has been made permanent, and is clickable, but can only be used once - when...
- In the trigger Spawn Doodad, you need to change 'Target point of issued order' to 'Target point of ability being cast'.
- for trigger Top Left, change 'Trained unit' to 'Sold unit' in every Action line.
- for all of the four triggers in the DMCommands Terrain category, change 'Target...
You'll find a number of Lumber labels in the Game Interface option, can't really say which one is referring to that specific line on top of the screen.
It seems that checking the Fixed Random Seed box, saving and exiting World Editor, then opening the map, unchecking the box and saving the map made the random function work as intended again. If I ever get problems with random numbers again, I will make sure I try that idea of yours.
I also have a random function that is executed every time a unit dies, that is working as intended. And I know that the trigger I posted has worked properly before. Guess I have to check earlier versions to find a solution.
FIXED
Even with the Fixed Random Seed box unchecked, the game always generates a fixed number. Changing from Test Map to manually starting the game changes nothing, not even online play changes anything.
At startup, a cinematic will play, randomly displaying one of the playable Heroes with a...
My map contains a Creep respawn function that only seems to work when the Wait action is less than or equal to 80 seconds.
CreepSet
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)...
You might try adding a Custom Script and assign a variable to the respawning unit:
Actions
Custom script: local unit udg_tempUnit
Set tempUnit = (Dying unit)
Wait X game-time seconds
Set TempPoint = DCreep_Start_Position[(Custom value of tempUnit)]...
I would like to find out how the default races' AI have been scripted, but I can only find the .ai files using an MPQ viewer. Has anyone been abled to find the .wai files that are needed to view/modify how the default AI's are scripted? Or is there any other way to create such a file from a .ai...
I'm trying to make a custom AI for the Draenei race. I have some basic understanding of how the AI editor is supposed to work, but my problem is I cannot get my Workers to finish a building that is being constructed - the Laborer starts the construction, but immediately starts patrolling between...