In Advanced - Gameplay Constants i set the Call for Help range value to 300 on both creeps and regular units, but if i attack a unit, many more units from far over 300 range comes to its aid! What to do to fix this?
I know this trigger is kinda long, but please look at it! It would save my map if you tell me why this trigger causes desyncs.
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Hero level of (Buying unit)) Greater than or equal to (Level of...
On my map, I want you to be able to switch between two heroes and still have the same abilities. Im currently using metamorphis for that, but that doesnt transfer abilities. Adding them to the morphed hero in the object editor wont do, since you can buy and get rid of spells.
When my hero picks up an item of typ "pernament", I use Custom script: call AddUnitAnimationProperties(GetTriggerUnit(),"Alternate",true) to make him change in to rifleman animations. But when i tryed to change it back with Custom script: call...
Im making an orpg, and i thought that it would be cool to be able to use both ranged and melee weapons. But i have no idea how to make the hero ranged when he gets an item.
If you kill a creep in the water and the creep drops an item, will the item be moved to closest land or under the water? I want it to drop On the water, with the Floating Crate model, but i dont know how to do that :(
When using a model from the doodad section for a unit, the model doesnt dissapear when the unit dies. Is there any other way to fix that than to add a death animation to the model?
Hello there! I got a bunch of questions about replacing units.
-When you replace a unit, does its custom value change?
-When you replace a unit thats in a unit group, will that unit still be in the unit group?
-How can I make so that when a replaced unit dies, it changes back into its orginal...
I added some animations to my model called Attack - 1 and Attack - 2. These animations don't show when using the trigger "Play Units Attack - 1 animation". These two animations works perfectly when playing them in Magos Model Editor and the preview window in WE.
Help anyone?
I have a serious problem. If a unit casts a spell on my map, the unit is removed. That happens even if all triggers on the map are disabled. Can anyone explain why that happens?
I need a system that makes units move in squads. Like in dawn in war and mark of chaos. But only one unit at time in each squad should be controlable so you can have many squads selected at one time.
If you could send me a link to a system like that Or make one on your own Or tell me how to do...
does the condition "Target Point of Ability being cast" exist? If it doens't, is there any other way that you can make a trigger that depends on the point/region that the ability were cast on?
I really need help with my TD. I want to do so towers can combine with each other by casting an ability. But it doesnt work! No matter wich ability i uses, the casting tower is removed! and that happens even if the combine tower triggers is off.
+rep to the one who helps me.
I need help with some things. I made some custom attachements and but they don't work. For example, i took the footman model and deleted every thing on it without the helmet, and then i removed all animations with magos model editor, but when i tryed it ingame Warcraft III crashed!