Well if Unit-Order triggering unit to Move to (Polar Offset 200 with an angle of (facing of Triggering Unit)) doesnt work..
[sry.. bad freehand]
Try sliding triggers?
Ones that change the unit's location via triggers
Ya... the terrain is kinda flat and ordery...
I mean.. some parts need flat and bland terrain to bring out the stuff on the terrain, like your Ice Arena name, made with blue runes.
But the game area is really symetrical and flat.. Not saying that I can do better but heres somewhat of an...
Can i make some slight adjustments?
Cluster Rocket
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Cluster Rockets
Actions
Set Cluster_Rocket_Point = (Position of (Triggering unit))
Unit - Create 1...
There's also an unburrow icon =P
ReplaceableTextures\CommandButtons\BTNCryptFiendUnBurrow.blp
and take as long as you need =D
Edit: Oh and pm me when your map is done >=)
Something like:
Event
Time-Every x Seconds
Conditions
Actions
Set tmpPoint to a random point within (region)
Unit-Order Dummy Unit to Cluster Missile tmpPoint
call removelocation (udg_tmpPoint)
Edit: hmm, this action looks a bit better
Set tmpPoint = (Center of (Region centered at...
Well, the point of freezing a unit's movespeed for 0.01 seconds with ensnare kinda defeats the point =P
I just tried to replace as much triggering as possible. So I used the ensnare's ability to remove movespeed, instead of triggering it =D
Edit: Well you could just remove the buff...
Kinda off topic but w/e
offset: a position relative to your current position
so an offset of 10m right of me is a point 10m to the right of which ever way im facing.
the difference arises when the example: an offset of 10m east
If i was facing North, both would be equal, if I was...
might not work so well because "a unit is attacked" is before the unit takes the damage. (ie. The arrow is still in the air)
Add Unit to Bleeding
Events
Unit - A unit enters (Entire map)
Conditions
((Triggering unit) is A Hero) Equal to True
Actions...
Well, what is the Attacked Unit?
Because your events consists of: A Unit Begins Casting An Ability. The only refrences you can use are: Target Point of Ability Being Cast, Casting Unit, Triggering Unit, and Target Unit of Ability Being Cast.
And you seem to understand alooot for a person...
Anything that targets units? You could always code the damage with Unit-Damage Target.
Bash with a stun time (Effect Duration)of 0.01 (0 effect time = infinate stun)
Cluster Rockets with Damage Interval equal to Effect Duration.
Acid Bomb with only Primary Damage, (ie. the impact) and...
Well, triggering unit might not work depending on your event.
Anyways.. here's a trigger example that I thought might work.
Just replace the 3 different Key of the moons with your archimonde armor set.
ArmorSetSpeedBonus
Events
Unit - A unit Acquires an item
Conditions...
For those who have not played Warlocks:
Umm.. those would be triggered spells, using objects, and timers.
Example:
Object Fireball1 comes within 20.00 of Object Wall
Explode Object Fireball
Pick all units within 150.00 of ImpactPoint
Loop- deal 10 damage to picked...
Respawn Units
Events
Unit - A unit Dies
Conditions
((Owner of (Triggering unit)) controller) Equal to User
((Owner of (Triggering unit)) slot status) Equal to Is playing
Actions
For each (Integer A) from 1 to 6, do (Actions)
Loop -...
Try to add units with ankhs to a variable to be able to check, when a unit dies, is it one of the units that had an ankh? If yes, then do not run the recieve random unit trigger. And after it dies and gets resurrected, remove it from the variable, (best to use a unit group variable i guess)...
Funny... Taunt did not work on my footman with 1 Acquisition Range,
Then, I set my footman's AR to something like 450(default range of taunt),
and then ordered it to move to another point.
I interrupted his order with taunt during the middle of the move order.
But the results were...
try Showing the Dialog after creating the buttons?
http://world-editor-tutorials.thehelper.net/dialogs.php
heres a dialog tutorial anyways...
And KodoButton is a Dialog Button variable.. used to reference it later on, like:
Test Choose Kodo
Events
Dialog - A...
I know this is sorta off-topic but:
To get triggers in text, right-click the title of it at the top of the tree
Example
Leavers<-- right click here and choose Save As Text
Events
Player - Player 1 (Red) leaves the game
Player - Player 2 (Blue) leaves the game...
I dont think you can cancel the red X, as it is part of WarCraft, well, it is certainly not do-able in GUI.
Canceling the Red X: (at least.. i think thats the Red X)
Under Advanced>Game Interface>Model-Target Point Confirm
Which would bring this file...