When I attempt to test my map I get the error:
"wehack.lua:437: attempt to index global 'rtc_enabled' (a nil value)"
and then the map doesn't test.
I can save the map fine.
Please help!
I want to make an MUI spell (GUI), but I don't know where to start.
This is the spell I want to create:
Switch Strikes
Increases attack speed by 400% for 4 attacks.
(Yes, the same as Ursa's Overpower from dota, but I can't find that spell anywhere.)
So, I could do this GUI and MPI, but...
UI\Glues\SinglePlayer\HumanCampaign3D\CityStructures.blp
This texture.
Just to clarify, I want to replace the Cityscape columns and archs texture file. I have imported my texture and given it the file path as above, which I am certain is the texture these models use. I save my map, reload...
Simple recolour.
I want a Green and Purple versions of the "Power Generator" model.
buildings\other\PowerGenerator\PowerGenerator.mdl
Will +rep of course.
Thanks.
I need a way to see if a unit is facing a point.
More spefically, if it is facing the source of damage.
Or, if it is easier, source of attacker/caster.
I am making a sort of party system. It adds units into a party, creates parties and quits from them with abilities. I am using Leaderboards for my party windows, so everyone in the party has a leaderboard with there party leader, current quest and other players displayed in it.
My triggers...
I need a way to have individual multiboards for each player/player groups.
I have a pretty broad knowledge of Trigger Actions, and I would have thought it was impossible, but I have seen it done before.
Do passive abilities such as Hardened Skin resist all damage (eg; spell damage, triggered damage as well as attack damage) or just damage from attacks?
I can't seem to allow a Hero to build.
The ability works fine, but it only begins building; the progress wont increase.
I've tried giving the Hero the repair ability, but that didn't help.
Thanks.
Floating Text - Create floating text that reads (String((Integer((Abs(_TempReal)))))) at (Position of (Target unit of ability being cast)) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
That seems to return an incorrect vaule, something like...
I am making a passive ability for a Warrior, which gives an 1% chance that a nearby allied unit is attack, it will switch targets to the Warrior.
Would it be MUI?
If not, why, and how can I fix it?
Taunt
Events
Unit - A unit Is attacked
Conditions
Actions
Unit Group...
I have a problem, I am making a rather large map, that is heavy on imports. After using the map for a while, any imports I haven't placed seem to stop working. And any attempt to reimport them seems to not work.
Anyone have any suggestions to why this is happening? And how can I fix it?
I have a Trigger that I need to lopp an effect a certain amount of times (5*the level of an ability)
So, I made this:
Burning Barrage
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Burning Barrage
Actions
Set...
I noticed that the "Random Interger between 'x' and 'y'" Seems to not give very random results.
In a map I made a while ago, the map would give every player a random hero at the start of the game, and everytime they died. But while testing, it seems every player got the same hero each time...
I little while ago, I was trying to reduce lag on an AOS I was making, and I remembered reading something about 'preloading' to reduce lag. This is something like, loading the dummy units and variables that are used in the abilities of the picked heroes and save them or something? I really have...