no, when you're on the forces tab there are two check boxes just underneath the tabs, Use Custom Forces and Fixed Player Settings
you need to make sure that Fixed Player Settings is checked
sorry, more about steamsaw, there doesn't need to be a model added in the demo map does there?
and does it get a bonus for every charge it has or does it only get a bonus from the charges used?
and it uses up to 5 charges right?
i have a few questions
(for steamsaw) does it use the charges that increase its damage?
(for bio-fuel) Is it a "usable" ability? and if so does it use all of the charges as well?
in some prior trigger such as map initialization put
Trigger - Add to AutoMana <gen> the event (Unit - <your unit>'s mana becomes Equal to 0.00)
where <your unit> should be replaced by your specific unit
and then you should create a trigger that looks like this
AutoMana
Events
Conditions...
actually, mine doesnt have that happen, mine just has it so that if they're already under the effect they won't be able to be affected by it until they're no longer under the previous effect
dont have a name, but where she shoots 5 arrows into the air and she quickly runs to where they would land (every 72 degrees around the target approximately 600 warcraft units away from the target) catches the arrow before it lands and shoots it at the target then moves to the next spot going...
Ignite Cast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Ignite
Actions
Set NumoCasters = (NumoCasters + 1)
Hashtable - Save Handle Of(Triggering unit) as NumoCasters of 1 in IgniteHT
Hashtable...
change Stats-Priority on the units in the object editor, units with smaller numbers for priority will be attacked first and units with larger numbers for priority will be focused on last(if i'm understanding the question)
try changing the priority on the archers/towers to a higher number than the other units, i believe 20 is the lowest priority of attack so they would be attacked least of all
there is a known way to do this, it was never said there is no way to do it, all you gotta do if you use the invis unit next to a hero tavern issue is when they obtain the hero trigger in "Player - Limit training of Heroes to 0 for (Triggering player)"
did you select the right units in the trigger/building where you get them? they have to be the same unit types because i know the limit training... thing works
for #3 if you have only one of this unit type per player possibility then you could have the unit have both abilities learnable originally and at map initialization you could disable the new ability. Then, when this trigger fires you could enable the new ability, set it to the same level as the...
you could but it is already somewhat set up with waygate so may as well continue with that setup
btw you probably should use a temporary point variable for the destination and remove it at the end of the trigger