Lmao didn't know there were two events for this. All that hate over 1 letter :(
EDIT: The event you said doesn't exist, atleast I've been unable to find it. Which still leaves the question how one returns the unit that constructed the structure.
Exactly... the triggering unit is the units whos construction just finished. IE the builder.
Also, if you do end up needing your structures to have a custom value for something else you can replicate this using a unitgroup. Just add all completed structures to it and check if the building is in...
Like in castle fight I'm making a build continuously train units back to back as they finish. The spawner's supposed to be able to upgrade as well. When the spawner first finishes being built a unit is queued up to train perfectly, when it finishes though the upgrade ability is permanently...
An AI such as this isn't to hard to make. If you can tell me exactly what you want the hunter to, such as things to do in certain situations if 2 players are nearby etc etc I can make it for you pretty easily.
What about Illidans abilities from WoW?
Shear: Remove 10/15/20/25 percent of the targets maximum and current HP. They regain the maximum HP back after 3/4/5/6 seconds.
Ring of Flame: Whenever Illidan attacks he creates a ring of flame around the target dealing 5/10/15/20 dmg a second to...
This may work. Probably would be better written in JASS though, but here it is in GUI first.
Add Order
Events
Unit - A unit enters (Entire map)
Conditions
Actions
Trigger - Add to Set Order <gen> the event (Unit - (Entering unit) Is issued an order targeting a point)...
Actually less damage from spreads wouldn't be much harder. In fact, you could set it up this way, which I think would be pretty cool.
A unit takes damage based on there custom value. The amount thats added to a units custom value when they become infected is equal to half of the infecting...
What Dirac posted can still be used. Just replace lesser poison with your original poison spell. In the spreading trigger make it periodic, make it look through all units on the map that have the poison buff and do the thing about spreading, within 100 range or w/e. Then whenever a unit is...
Unless my acronyms are wrong MUI is multiple unit instances, so the above post wouldnt work (it would only work for 1 unit). If you want to stay within the GUI and not work with local variables make the variable "Targeted_Unit" an array. Whenever a unit is hit with the ability add them to the...
Blah
Events
Unit - A unit enters (Playable map area)
Conditions
Actions
Trigger - Add to ExtraDmg <gen> the event (Unit - (Entering unit) Takes damage)
Remove all events from your current extra dmg trigger and add that trigger. Then, whenever a unit enters the...
Trigger your bash and stun spells. Then in the triggers for those spells, before the stun is actually done just check if the unit to be stunned is in a group of immune units, which it would be added to either when it was made or cast an immune spell. If it is, don't stun them.
My trigger actually ends up being an infinite loop, which is probably why it doesn't work after the first one. As for a 'staggered army' thing if you know where you want each group of 12 to go, and you know how many groups of 12 there will be, then just make a location array with each of the...
Events
Unit - A unit Is issued an order targeting a point
Conditions
(Custom value of (Ordered unit)) Greater than 0
Actions
Set TempInt = 3
Unit Group - Add all units of Battallion to TempGroup
For each (Integer A) from 1 to TempInt, do (Actions)
Loop...
In order to have a spell critical detection system your spells would need to be able to critical in the first place. I don't think WC3 spells can crit normally so you'd need to make yourself a custom spell system where the damage was dealt through triggers.
If you had that, you could make crits...
Any reason its Integer A from 1 to 10? Are there 10 temp groups? Are the other groups even populated with units? As it looks like right it should only move 12 units thats are in each Temp_Group[Integer A] that are also in battallion.
If you want it to move every unit in battalion just do a...