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    Making units die after fixed number of attack

    No, i have not used custom values on them I wan't them to die after being attacked after a specific number of times (eg. 3 attacks) ..Basically i wan't the summoned unit to die after someone attacks it a few times no matter what the amount of physical damage is
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    Making units die after fixed number of attack

    I have a triggered spell that summons units which have 6 HP and those units will only die when attacked 6 times by physical damage. I've tried hardened skin and set the ignored damage to 10000000 but it bugs and does not work. Anyone know how to trigger this?PS the summoned units are magic immune
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    Help with Weep's damage detection system

    Ahh forgot to type. The damage taken is not calculated and I can't seem to find what's wrong.
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    Help with Weep's damage detection system

    Assumption Detect1 Events Game - GDD_Event becomes Equal to 0.00 Conditions Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Level of Assumption for GDD_DamagedUnit) Greater than 0 Then - Actions Cinematic - Clear the screen of text messages for...
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    Help with Weep's damage detection system

    Erm to calculate the damage when the unit is attacked and if it reaches 100 i will increase the stacks by 1?correct me if my method is wrong. Just wondering is your "damage taken" an event response or a variable?
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    Help with Weep's damage detection system

    Yeah true enough i think i have some idea about hastables, let me give you an example. Say I wanna have stacks for each damage threshold reach for each unit so Events GDD_Event becomes equal to 0.00 Conditions Level of (Assumption) for (GDD_DamagedUnit) greater than 0 Owner of GDD_DamagedUnit...
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    Help with Weep's damage detection system

    @accname problem is i dont understand hastables and how use them it's confusing xD like you said making it MPI is easier to trigger
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    Help with Weep's damage detection system

    i want it to be MUI i tried triggering for MUI before but it doesnt count individual damage dealt for individual units and stacks for different units with the same ability thus making it not MUI. Is there any way to this using unit arrays or custom values?
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    Help with Weep's damage detection system

    I am trying to trigger an ability using weep's DD system which detects damage taken from a unit until it reaches a certain amount eg. 100 damage then it is saved and counted as one stack until it reaches X amount of stacks. It's something like Dota's Death Knight's "Aphotic Shield", for those of...
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    Problem with counting total damage for seperate units

    But what if i wanted to make it MUI and i used weep's damage detection system?how would i trigger it?the damage detection system doesn't calculate individual damage taken from individual units..or unit arrays and custom value have to be used? @O.A
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    Problem with counting total damage for seperate units

    I'm trying to make an active target ability which basically deals damage based on a number of damage stacks which increases for every X amount of damage dealt by the caster, maximum of 5 stacks. I tried using weep's damage detection and used two heroes to test the damage calculated but ended up...
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    The Spell Request Thread! (2nd)

    Spell name : Arrow Burst Code Preference : GUI Spell type : MUI Description : fires arrows (4) in a cone shape and deals damage based on the caster's agility. Units hit by the arrow will be slowed for a short duration. Level 1 : .15x Agility, 12% movement slow Level 2 : .20x Agility, 18%...
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    Centaur Warchief's stampede (DotA)

    So how do i actually trigger this?im confused
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    Centaur Warchief's stampede (DotA)

    Need an idea on how to trigger the spell from Dota called "Stampede". Stampede is basically an instant cast spell that gives a maximum movement speed (522) buff and zero unit collision to the caster and all allied heroes on the map for a short duration. Units with the buff active that come near...
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    Help making Disruption spell (DoTA)

    Banishes the targeted unit, removing it from play for the duration. Upon returning, two illusions of the unit are created under Shadow Demon's control. Anyone know how to trigger the spell "Disruption" from DoTA?Basically this a single target spell that temporarily removes the unit from play for...
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    cone damage spell

    @kike projectile passes through enemy units because it travels a fixed maximum distance
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    cone damage spell

    Need help with creating a spell that fires projectiles in a cone shape and then damages units. It's something similar to DoTA's Troll Warlord's ranged version of whirling axes. Whirling axes basically fires axe projectiles in a cone shape AoE and damages units.
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    Making a wall spell

    Thanks for map man but is your spell MUI? By the way your triggers look quite complicated to me :eek:. What if I wanted to make it point castable?what variables should I change/add?
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    Making a wall spell

    @juggernaut what is the formula or the math to placing units horizontally facing of the caster?the periodic one i can do but I just don't know how to place them properly
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    Ignored Damage

    @Solu9 thanks for the tip. Never thought of that i might try that method and post the map. @vypur85 so let's say if an enemy attacks you while the buff is active, won't they heal instead because you set their life to (their life + Damage Taken)?im just curious because i tried using this DD...
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