I was playing around with the UI Triggers and I came across a couple of problems I couldn't seem to solve.
1. Is there a way to make boss bars only viewable by certain players? I tried to make a hitpoint bar for each player but when I tested the map, all the boss bars stacked up and the bar...
I was searching through the trigger actions but I couldn't find any function that changed a unit's armor. I checked through the Set Unit Property values but there were no options where you could change armor via triggers.
Also, is there any proper damaging function? I can't seem to find one and...
I have been playing around with the trigger editor this morning and I was wondering whether most "memory leak" problems in Warcraft 3 still apply to Starcraft II. For example, if I create a new Point local variable inside a new function, would I still have to destroy it and null it? I haven't...
^^ As said above, create a custom ability based off of Taunt
Then set the Hero Ability parameter to 'true' and set the levels to whatever is necessary (In a melee game, a non-ultimate hero ability has 3 levels while an ultimate has 1). Remember to set the Art - Research Icon to something, or...
I'm not sure whether this works or not, but if a ward counts as a summoned unit, then you could check if its a summoned unit and its movement speed is equal to 0.
I'm quite sure that when a unit "dies" when it has ressurection, it doesn't count as a death since no exp/gold is recieved, so the "A Unit Dies" event would probably not detect it. You can try to use the event "<Your Unit>'s life becomes less than or equal to 0.4", and select the unit after an...
As said before, try looking through the Game Interface and try finding what you need to change (Advanced >> Game Interface) It may or may not be there, but it has most of the text that you see while playing the game
I doubt theres something wrong with the Replace function but just in case try this:
Spawn Heroes
Events
Time - Elapsed game time is 15.00 seconds
Conditions
Actions
Unit Group - Pick every unit in PeasantGroup and do...
So are you trying to make an aura that makes the affected units have a chance of not taking damage from an attack?
Or are you trying to make an aura that randomly makes units invulnerable when they enter the aura's AoE?
From your trigger it seems like you are trying to make the the aura that...
well if you use gui then you could start sort of like this:
Event
Units starts the effect of an ability
Conditions
Actions
Set TempPoint1 = Position of Triggering Unit
Set TempPoint2 = Target Location of Ability Being cast
Set TargetAngle = Angle from TempPoint1 to TempPoint2
Custom Script -...
heres an idea:
Event
A Unit Starts the effect of an ability
Conditions
Actions
If
Target unit of spell being cast has <Your Buff>
Then
Make Triggering unit damage Target unit of spell being cast (blah blah)
Else
Make Triggering unit damage Target unit of spell being cast (something...
If you know where to find the attack icon, you can create a custom dummy ability with the hotkey set to 'A', the icon set the the attack icon, the spell animation to 'attack', and set the coordinates to where the attack button should be to create a mock attack button. Then use triggers to detect...
Yes you will have to use triggers. You can make a dummy aura that does nothing except give units the the area a buff which also does nothing. Then make a trigger that detects whether the units have that buff and add/remove the max hp abilities accordingly
I made a map in the world editor but when I tried to play the map, I noticed that I was unable to build air units. The icons weren't even there to click on, and the hotkeys didnt work.
I thought it was the object data I imported from my other maps so I tried resetting the object data back to...
Thanks for the info, I'll try using triggers to test if they work.
On a side note, the death animation doesn't seem to have much to do with it since the freezing breath buff has a death animation.
EDIT: the triggers seemed to do the trick, thanks :) REP+
Hmmm, I'm trying to make it so that worker units can harvest lumber from the minerals, so i don't think i can use doodads.
The death animation could certainly be a factor, although i not sure how i could prove this...