I think the problem is that you're not specifying the Unit Type that should cast the spell (or the range). This way the game is choosing a random unit from all units (player 9), even ones that do not necessarily have the spell and therefore cannot cast it, like buildings e.g.
Try using the...
There are two ways to make items drop:
1. If the unit is pre-placed on the map, double click it; there is an 'Items Dropped' tab. Select 'Use Custom table...' from the drop-down menu. Then press New Set, New Item and select what you want.
2. Using triggers; use the 'Unit dies' Event, then create...
But don't you worry good folk! Legacy of the Void will be released soon and Blizzard's RTS team will be free for the first time in 12-13 years to start another project. So for the first time there is an actual realistic chance to hear news of Warcraft 4, and perhaps it will arrive with a brand...
Using the Special Effect action causes the effect to play out even if destroyed without delay (depending on effect). Using the dummy unit and expiration timer like I suggested above should let you control the length of the effect by using shorter expiration timers. This might give you a better...
(Position of (Attacked Unit)) leaks a point when you create the dummy unit. Use a point variable and store the location in it, and create the dummy using the variable.
Then remove the variable with the custom script "call RemoveLocation (udg_YourVariable)".
Also, don't use the wait function...
That's because every time the unit is attacked the event is being added again and again, so it will trigger multiple times. You have to add the 'Takes damage' event from somewhere else, like jonas suggested above when the unit enters the map, you make a variable of it (the unit) and use it to...
As jonas mentioned above, you need to use the 'Takes Damage' event. 'Damage Taken' event response does not work with 'Is attacked' event. Then you have to set up the event with 'Trigger - Add new event', unless the unit is pre-placed in the map. You could also alternatively look into Damage...
I haven't explored Metamorphosis and the alternate forms enough to say for sure, but I'm pretty sure that, by design, the attributes are not supposed to change (as it is still meant to be the same hero, just in an alternate form). In any case, it sounds to me like the most important parts work...
What he means is all War Stomp abilities in the game use the same order string 'stomp', meaning you use the same issued order (Tauren Chieftain - War Stomp) for all of them. So if it's not working something else is interfering with it.
However, if I remember correctly, the terrain deformation...
This is how the AI for neutral hostile has been set up, there are a couple of ways to deal with it, but some of them have some side-effects and/or are not viable in the type of map you're making:
1. Change the neutral hostile units to player units (a player number that isn't in use, like 12)...
Depends on how your heroes are being spawned into the map, for example after reviving;
camera
Events
Unit - A unit Finishes reviving
Conditions
Actions
Camera - Pan camera for (Owner of (Triggering unit)) to (Position of (Triggering unit)) over 0.00 seconds
If you spawn heroes in...
Well, there we go. OP has an answer and something to reflect upon concerning future threads. Something resembling constructive has been achieved here today. I'm going to bed...
Politely? Are you suggesting that the original post, which was barely a coherent sentence, was rude? If your aim is to discourage people from doing "this kind of stuff", there's a thing called constructive criticism, and it's strictly more effective than vague sarcasm. It's also more polite, if...
Accname, my good sir, it's all about reading between the lines.
In any case, the answer to your "question", IceGlacier; it's because you have 'Not-Self' checked in your targets, remove it, and it will only affect enemies. You only need to check 'Enemy' really.
If I understood your problem correctly, you need to set the 'Required Level' to 15, and the 'Level Skip Requirement' to 6 (in the object editor). You don't need to change the default from the gameplay constants at all. Setting the 'Level Skip Requirement' to 0 in the object editor makes each...
There is a GUI function called 'Point with Polar Offset', you can use that. Something like this;
Temp
Events
Conditions
Actions
Set P_Temp0 = (Position of Unit_A)
Set P_Temp1 = (Position of Unit_B)
Unit - Move Unit_A instantly to (P_Temp1 offset by X towards (Facing of Unit_B)...
You don't need to set up the size of most arrays at all. It looks like the trigger you have made is for player 12, and if your array size is set to 10 the trigger probably won't work because of that, not sure.
'Player number of (Owner of (Triggering unit))' takes the number of the player (1-12)...
You should always post your trigger as well so folks can see what's not working. You can copy the trigger as text in between the tags [.wc3][./wc3] (without the punctuation marks)
That being said, using a Unit Group array is a good way to do this if you don't need MUI, something like this...
You have to use the 'Unit starts the effects of an ability' event, and 'Target unit of ability being cast' to refer to the target. In the condition use 'Ability being cast equal to (your custom Item ability)'.