You're a champion Xarell. I didn't know about unit custom values and I ended up implementing a solution very similar to what you have here.
Greatly appreciated.
It's a shame I cant just directly clone the dead unit's orders as this method seems far more computationally expensive in...
You were right, the trigger did work, my end of round trigger was getting run prematurely and switching the multiplier_round variable back to 0.
The units not spawn correctly at the place the triggering unit died, but they do not seem to have any orders (they just sit still).
Does anyone know...
Hey guys,
I'm making a TD and one of the creep types is a 'multiplier' type. You kill one of them and out pop two half size copies of it.
However I've run into some issues in that my approach seems to be producing no positive results.
Here's what I have currently:
Events
Unit -...
Hi there, I'm a little confused about these timer windows.
I created a local variable timer, created a timer window for that timer, then started that timer.
However the time in the timer window always displays as 0:00:00. Can someone tell me what I'm doing wrong?
Thanks :)
Dang =/
I'm actually still trying to solve this problem here:
http://www.thehelper.net/forums/showthread.php?p=585010#post585010
I've tried a few variations but i can't seem to get it to work still.
Just a quick question: is there a 'Unit Finishes Constructing a Structure' event? It's what i need, but all i can find is "Finishes Construction" which i assume refers to the building just built.
Thanks.
I've been working on this more and i still can't get it to work, but i've figured out why it does trigger the 'finishes casting an ability' and it's because my builders are Human and so the end of construction will be once it's finished casting Repair.
Anyone got any ideas why: (Current order...
Yeah it works perfectly if i only wish to build one building. I'll give "none" a try now, thanks!
Edit: Nope, still doesn't work. If i disable the queue checking condition, it replaces the unit just fine but only builds one building.
If i enable the condition it builds the whole queue, but it...
Hi there, what i'm trying to do is when a unit finishes building, i want to swap that unit to another unit.
What i have is this:
Events
Unit - A unit Finishes casting an ability
Conditions
Or - Any (Conditions) are true
Conditions...
I've still been looking around for a few days and the only real answers to similar questions i've seen is to create 'dummy' units which would be switched to when needing the other Build menu/s.
The problem with this is that the way my map works is that the player can pick 1 of 4 different...
How then would i be able to use the ability to have multiple similar abilities? Is it possible?
Or do i have to make all my building abilities from triggers?
If so, how would i do the building position selection?
I've worked on this a bit more but i still can't get it to work, i assume...
Hello there,
I've made some abilities based on spellbook, each of them have different base ids.
Within the spellbook "Build Siege Towers" i have two abilities on the spell list: "Build Catapult" and "Build Cannon Tower". They do not have a shared cooldown.
The spellbook has min and max...
I would have activated my account straight away if the email actually got sent. I even went to the User CP to check that the email i gave was correct and it is, i just haven't received the email yet.
And i only double posted because i thought it'd make more sense to post back the results in a...
Sorry if i wasn't clearer with 'With each player having the following Spawn trigger', i meant they each had their own trigger of that setup with their own conditions and spawn locations (P1Path0, P2Path0, P3Path0 etc).
That's a fantastic idea. I'll give that a shot. I'm actually a...