Again, title kinda explains my problem. I want to be able to trigger a unit to be able to attack flying unit. It currently has a disabled Attack 2 that can attack air, and I'm happy to activate that if it can be triggered, or can happily add a spellbook to the player or enemy if that'd help, or...
Ah, didn't realise that Centre of Region was a leak as well. Was using a tutorial on it, just seemingly failed to notice that bit in it. Thanks again :)
Edit: Hmm, still seems to be slightly leaking. I've updated the code above to fix every leak I could see. Can anyone see any others?
Title says it all. Trying to run this trigger, gets as far as 30 while maintaining normal fps, then my fps just drops lower and lower until I close at around 10fps with about 40 of em up. Why is this FPS drop, and is it memory leak related, or due to the fact that I'm trying to spawn 50 gigantic...
No, the trigger is running once. Must be something else though, I set armour to 0, and it still messed up. Gonna play around with a few things... Odd, either way...
I'm already using that. That trigger simply heals for 70/80/90% of damage taken (based on rank of spell). The issue is that armour is being factored in after damage taken is noted down, resulting in the heal healing for more damage than the unit takes. This is bad.
Go to the object editor, select the destructible tab, use the Find function on the Edit menu to find the stone wall you're looking for (be sure to search for the exact name), then on the box on the right, select Editor - Minimum Scale, and change that to a larger number. By default, Minimum...
Basically, I'm trying to trigger a damage reduction effect, and I'd rather not use massive Armour increases for this, so I have a line of code that looks like this:
Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + ((1.00 - ((Real(CloSdmg)) x 0.10)) x (Damage taken) x...
Mmkay, just used a workaround fix involving spawning very large numbers of dummies and then removing them all once the effect ends. Messy, but it works fine. Thanks for the help, you shall be +repped again as soon as I can...
I'd append the previous thread, but I find that usually gets ignored, so apologies for making a new thread...
I have a new trigger that looks like this:
Freeze Pulse
Events
Time - Every 0.20 seconds of game time
Conditions
Actions
Unit Group - Pick every unit...
Can't add more to the answer to your question. Buildings aren't designed to be rotated, else we'd have trees not facing their owner etc. Accname has some tricks though, so I'd go use them...
As for the idea, a couple of things...
Firstly, if the king has no gold, how is he able to pay huge...
Cheers to both of ya, +rep has been added. :-)
@Accname: Fear not, I can do all of that pretty easily. I've just not used Auras much in my time editing, so wasn't certain if you could use negative values.
NOTE: This is quite a long post. There's a TL: DR at the bottom.
Hmm, this specific situation will take a little explaining. I'm trying to find the best possible way to create a passive effect on a hero without using icons. The passive effect works like this:
When a hero is in a certain...
To expand on that, if Wratox1's explanation for what you mean is correct, you could indeed do as you stated there, and the way that I personally would do it is a flying dummy unit with a model from an ability/projectile that starts with a negative height, and use triggers to adjust...
I'm afraid I cannot see why repeatedly running that trigger would crash your game. I've tried the same trigger in one of my levels (for testing reasons only), and it had absolutely no issues, even if I "spammed" it. However, if the only issue you have is wanting your trigger to work, and it runs...
canons200, from testing, I believe so. However it doesn't seem to *always* work unless both units are attacking. Bit of a weird system really. By the way, the fix I found was quite simple. Changed the attack types of the unit's attack to Structure only... worked flawlessly.
EDIT: Retried it, and the changed priorities suddenly *did* work, despite me changing nothing, but reloading the file. Random. Anyhow +rep, problem solved... mostly ^.^ Thanks a lot.
Stringel, that'll be my last resort, but I'm trying to avoid doing that as it'll take an extremely large amount...
To expand on the title, I'm trying to make a unit attack other structures (controlled via triggers) while ignoring another unit attacking it. Presently, it attacks the structures happily enough, but turns around and kills the hero the moment the hero attacks it. I've tried using a spellbook to...