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    How can I start an ability cooldown?

    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...
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    Detecting unit standing in water, either shallow or deep

    Thanks for this. I have it working fine now.
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    Doodad bridges - can I ever walk under them?

    just searched right _after_ i posted this. Never mind.
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    Doodad bridges - can I ever walk under them?

    are there any bridges that allow units to pass under them?
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    Detecting unit standing in shallow and deep water

    Heh, me neither, but I have done a fair bit of c/c++ programming, so hopefully it isn't a big deal to pick up.
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    Detecting unit standing in shallow and deep water

    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
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    Detecting unit standing in shallow and deep water

    Yeah, i meant just spamming regions all over my water (really not ideal - i expect terrain layout to change a lot)
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    Detecting unit standing in water, either shallow or deep

    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...
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    Detecting unit standing in shallow and deep water

    Huh. So regions only i guess?
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    Detecting unit standing in shallow and deep water

    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?
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    Creating a creep that only pays out money to a certain player/owner of a unit

    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...
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    Creating a creep that only pays out money to a certain player/owner of a unit

    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?
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    Removing a piece of a model causes weirdness

    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...
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    Ability based on Pocket Factory - weird hero behavior

    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...
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    Remove buildable unit from building - how?

    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".
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    Ability based on Pocket Factory - weird hero behavior

    Indeed! You're getting a credit!
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    Ability based on Pocket Factory - weird hero behavior

    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...
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    Ability based on Pocket Factory - weird hero behavior

    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...
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    How can I view all the icon artwork?

    No Doubt. I can't believe we can't pull the data out of the mpq's. It's in there somewhere!
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    How can I view all the icon artwork?

    Is there no way to export all the icon data and just have it in a folder that i can set to thumbnail?
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