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...
I'm sorry if this is off-topic as I am not actually offering myself for this position (currently working on a map of my own), but as I was browsing through the forums and stumbled and came across this thread, I couldn't help but notice that this:
Looks WAY too much like a penis. Unless this is...
You could put a region around every group of units individually, and have every one of them paused to start off, but once you enter their region they get unpaused (allowing them to attack you).
That should work for what I'm guessing you're trying to achieve, although I do not know how to...
Do maps posted on epic war actually get many downloads if they are of an unknown name, especially if their title contains the words beta or alpha? From my past experience, people always seem to be reluctant to play on WIP maps...
Ok that did not work...
Here is my new trigger:
Hero Randomizer
Events
Conditions
Actions
Player Group - Pick every player in (All players matching (((Matching player) controller) Equal to User) and (((Matching player) slot status) Equal to Is playing))) and do (Actions)
Wait 0.00 seconds...
So you believe that just by adding a Wait action before the "Set Hero_Random" it will properly generate the random number?
I'll try that now, hopefully it works.