to clarify, this section of code
Conditions
(Triggering unit) Equal to (Random unit from (Units of type Guard Tower))
means that currently my trigger is run ONLY when the guard tower is picked by the randomiser. It's ok if i only have one on the map, but i will have more...
thanks for that. forgot the obvious XD
is there any better way to get it to check to see if the triggering unit is my guard tower? at the minute it's randoming to see if the building is valid or not, meaning the trigger only works some of the time.
Hi. I've been working on a system that when an item is placed in a certain units inventory becomes permantly fixed to that unit. I've got that part of the code working, but it will only work if the unit in question picks up the item, and is NOT given it.
For example, my hero makes an item...
would it be possible to remove the gun altogether and have them seperate as attachments? also a kevlar vest/flak jacket (or something similar) would give it like a soldier type style... maybe some dog tags too...
cool scenery... and its given me a great idea for a undead cult type thing! where you can use like a broken down cathedral or something as a centre piece, and the odd 'evil' rune here or there...
i had a similar problem, except that i wanted a unit to change into one form, and then back again after a set period of time.
why not have piece of code like this with a variable to store the affected
unit? obviously, change the name of the variable to what ever you want. Credit to s3rius for...
any thoughts on changing the colours too? i mean, your code works fine and everything, but i just need to tweak it so that the colour of the disguised unit matches that of his target. at the minute, it keeps it's colour and then when it changes back it changes the target units colour.
Disguise...
New code here, but now it makes the Target Unit vanish, and leaves the disguised unit as the mimiced target!
Disguise Trigger
Events
Unit - A unit Begins casting an ability
Conditions
((Triggering player) is in Humans) Equal to True
(Ability being cast)...
feral spirit works well, just lower the number of summoned units at a time to 1, then make summon cooldown longer than the summon's lifetime. that way each summoner should be able to summon 1 unit at any given time.
I want to try and get a spell called 'Disguise' that changes the casting unit from its own form into an exact replica of the target unit. I've got the code i'm using here, and am basing it off the Invisiblity spell.
Disguise Trigger
Events
Unit - A unit Begins casting an ability...
i did say that my screen dumping/screen shotting didn't work. in any form :( it was the best i could do at the time.
i try to do some screen shots tonight, if the comp is not hogged again.....
not quite right spell, but it's good enough
got a new ver of spell. it's basicaly blizzard, but with disease model instead. scrapped idea of disease turning people into zombies, as it didn't work.
i have made a custom force for the undead side (which doesn't use the haunted gold mine), and have also changed the base building unit from acolyte to Kel'Thuzad (living). in theory the ai should be able to see Kel'Thuzad as the builder and build a necropolis. but in trial runs the 2...