@jonas: It just seems to me that it would make more sense to remove that timer, then simply keep the order to cast FoK, add a 'Wait' command that gives the unit just enough time to cast the ability, then kill/remove the unit. And as I said, the 'Last created unit' thing can be messed with by a...
Two Things:
First, why are you getting the dummy unit to cast the 'Fan of Knives' skill? Why aren't you getting the triggering unit to do it?
And second, using that finite timer as well as 'Last created unit' I reckon is really dangerous here, simply because other triggers and processes...
Going with ShadowInTheD's suggestion, you would also need a way of tracking which wave that a dying unit belongs to (i.e. whether a dying unit is from a wave for Player 2 or Player 4 etc etc). I suggest you use a unit group for each player that stores which set of units belongs to which...
@Accname:
Battleships used to be a popular map type where typically two teams of players controlling ships buy items (weapons, armour, health, repair, etc) and then fight it out to destroy each others' bases. Think of it kinda like DotA2 or LoL but with ships instead.
@The Pigeon:
Without...
It's been a while since I've written a trigger capable of doing what I'm about to suggest, so I might not be able to help you in that regard, but here's what I propose you do:
Create two versions of the ultimate(s) affected by the Sceptre: one that has the regular stats and the second with...
To answer your last two posts, check out the basic tutorials. The answers to those questions should be in there. Don't know where to start with the tutorials? The following sister site has a fairly comprehensive list which helped me a lot: http://world-editor-tutorials.thehelper.net/
What happened to this contest? Unless I missed something, I haven't seen any results or anything like that to suggest that submissions were made and winners were decided
I haven't personally tried it, but you could try doing a for loop and run through the integers 1 to 12, check whether each player slot is used, and if it's non-empty then turn on the bounty for that player.
Well if what you mean is: "Are there any people who make video tutorials for the World Editor on this site?", then I'm afraid you're out of luck, because I'm pretty sure nobody does it. And I'm not aware of any other site that does it (but if there are, they would be extremely rare).
Untitled Trigger 001
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Footman
Actions
Set footmanCount = (footmanCount + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)...
I think we might need a little more context as well as what you've done so far, because I understand what you're asking, but I cant necessarily answer because I'm lacking the aforementioned information.
Solu9 is right: it does sound like that and nobody will make a complete system for you.
I must warn you though that this system is likely to be very large, difficult and very inter-dependent with other aspects of your map. This will make it inherently complicated. So before trying to implement...
I hope you do realise the deadline you set is almost a year ago rather than at the end of this month, right?
On the topic Accname brought up, it would be useful to know whether or not the hero needs to be balanced and furthermore, what game type we need to balance it for.
You probably want to...
Assigning each race a number is purely arbitrary and only used in triggers. The way you could start the trigger to set the race of computer players along the following lines:
Race Selecter
Events
Conditions
Actions
For each (Integer A) from 1 to 12, do (Actions)...
Well it could be as simple as assigning each race a number between 1 and 9 inclusive and then for each computer player, generate a random number between 1 and 9 inclusive and based on that number, select the race for that computer player.
Well you could always trigger it. It could be something as basic as:
Contruction Trigger
Events
Unit - A unit Begins construction
Conditions
Actions
Unit - Set (Triggering unit) construction progress to 100%
That would be the basic layout of it. Then you could add...