So I have a trigger.
scope Biokinetic initializer Init
private function hasDefTarget takes nothing returns boolean
return GetUnitAbilityLevel(GetSpellAbilityUnit(), 'deft') > 0
endfunction
private function hasCellWall takes nothing returns boolean
call...
So I am currently working on a map in which I want the player to be able to switch his hero, but keep the inventory. So if hes playing one hero, he then steps on a circle of power, which hides that hero, creates the new hero, gives all of the items to the new hero. Then when he switches back he...
function Trig_Crippling_Shot_Conditions takes nothing returns boolean
return GetUnitAbilityLevel(GetAttacker(),'A00R') > 0
endfunction
function CripplingShot takes nothing returns boolean
local real Random = GetRandomReal(0.,100.)
local integer Agility =...
So I have many classes in my map.
Each class has 4 skill types.
Example
Tribesman(the starting class)
has 1 passive skill
has 1 stun skill
has 1 aoe skill
has 1 direct damage skill
When the map starts up your tribesman is spawned at your base. With no skills.
Each class has...
Anyone know any good resources for balancing stats/damage/towers/buildings, I not the greatest at understanding the concept of Warcraft damage so any tools to help would be great.
Last Days of Winter
Latest Version: v0.1
Current Phase: Pre-Testing Development
Download: Coming Soon!!!
History
Description/Screenshots
This map combines the RPG genre with the AOS genere. You will start out as a small little tribesman. When you turn level 6 you will pick your...
I dont know if this post is in the correct place.
I dont really need help but I thought I would share a quick experience of mine.
I spent about 6-8 hours making 4 custom abilities. It was a headache, they were all GUI I didn't worry about MUI cause I didn't need them. Then my map was...
I need an Effect that I can use for "HEaling Winds" Basiclly what I want is some kind of model that is transparent and "windy" enough that I can spawn a couple randomly in the area of the spell and move them every second and make it look nice.
is there a way to add a Custom Function to TESH's autocomplete? :( its really annoying to remeber the exact arguemnts for a custom fucntion that i use alot.
Sorry for making yet another post, but this is bugging me.
For some reason my Hero doesn't get experience from the kills using his triggered abilities unless the unit dies to a "Unit - Damage Target" line...
Anyone know why.
Is there an easier way to get this same effect? In gui
like make it so that when you level up an ability the dummys auto learn the same level dummy ability.
ShatterEarth
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to...
is there a way to take ANY creep and changes its flying height, or height in the map...
I'm trying to make an ability that burys all units then hurts them and they pop back up.
Does anyone know how Burrowstrike works? From DOTA
I know that it acts like impale, it sends out an impale and then you appear on the other side of teh ground and everything inbetween goes up and down.
However for some reason when I do imaple I cant make it shorter that the wave distance...
Is it possible to do MUI triggers/abilities with GUI? IT seems impossible cause it sounds like you need Local variables (Jass Only to my knowledge) to do them correctly. Is this true?
I need to make a spell similar to Torrent from DOTA, basiclly after a certain amount of time a huge ass splash throws a victim into the air and they are slowed when they hit the ground.
Anyone know what spell that based on. or how to make it so impale will only go as far as its target even if...
This ability when used should create 5 dummy units at random locations around the caster then have them cast my custom ability based off shockwave in random directions based around the caster.
However it only does it once, but "debug" pops up 5 times.
ShatterEarth
Events
Unit...