I have a unit who has a "transform" ability. The behind-the-scenes action actually hides the unit, and creates another unit temporarily. Ideally, i'd like the "transform" ability to begin its cooldown once the duration ends, not when it begins. Is this possible? I found the trigger to reset...
That may be a good option (tho it makes it hard to have my rivers look good). I think there may be a JASS avenue that will work for me. Some function called IsTerrainPathable, and running a check on "float". i'm checking it out now
I'm trying to use an ability on a hero i only want activateable when in water. How can I detect that? I've never written any JASS before, but i have done plenty of c/c++/various scripting languages. I saw another forum post where they threw around the term "pathability testing". That ring a...
I saw a post on this, which mentioned pathability tests, which also went right over my head. How can i detect, using triggers, if a unit is in shallow or deep water?
Let me be more specific. I want to have a neutral creep placed all over the map. lets say, for the purposes of this example, it's that ambient stag creep. Now, anyone can kill it. Anyone. but, I ONLY want the owner of the "stag killer" unit to get paid if HE kills it, NOT if anyone kills...
I'd like to have a creep populated about my map, that, when killed, gives out money. The fine print is, i'd like it to only pay out money to certain players, or, more specifically, players that own certain units. How?
Working on a gothic/horror map and have need of some bats. Found what i wanted in the missile projectile of carrion swarm. Managed to remove all teh ribbons and particles too. Problem is, there are two bats with looping animatinos that i'd like to remove, but when I scale them down to...
It does. In fact, it always has. Here's the trigger
Pack Tent
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Woodsman - Pack Tent
Actions
Set tentInRange = False
Unit Group - Pick every unit...
I have a building. it can train a unit. I want to be able to, using triggers, add and remove the ability to train this unit. How?
Right now the unit in question is a "techtree - units sold", not "techtree - units trained".
which should be the case. No player will ahve more than 1 of these heroes. Thanks for your help - off i go to test.
EDIT: Apparently, spawning the tent with this spell doesn't appear to trigger the "a unit enters playable map area" triggers. Weird. Maybe i'll have to settle for using a...
So have a hero with the ability "pitch tent" using the pocket factory to spawn said tent. After pitching the tent, i want the ability removed, and the "pack tent" ability added, giving the unit the ability to move his tent aruond at will.
Problem is, if the event is "a unit finishes...