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    Help with an arena

    I have what will be a battle arena, but I don't want the defender to actually die. I've tried Long live rexxar Events Unit - Rexxar 0054 <gen>'s life becomes Equal to 1.00 Conditions Actions Unit - Make (Triggering unit) Invulnerable Game - Display to (All players) the text: You are...
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    Help with automine

    Also, how do I get the neat looking text for WC3WE UI triggers?
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    Help with automine

    I've tried this several ways, but essentially, when I rescue a group of units, they're automine stops. So I retrigger it, and anyone without gold mines, but anyone with doesn't. I've added both Harvest gold mine and return resources, but it seems that the latter cancels the previous command, as...
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    Potential problem with picked units

    I'm not sure what you're doing differently. I changed my time to 24s and same thing. go to the second zone then nothing. Why does adding the integer check matter? I definitely see what you're doing, but why does that work and not mine? I guess I don't see the flaw in my logic.
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    Indefinite Item Leveling

    So you're saying like keep track of the bonus with an int variable, then adjust that variable via events in an upgrade trigger(s)? That could work, but (maybe you can't do this) I would ideally like the tooltip to accurately represent the bonus that's given by the item. Also, the dual item thing...
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    Potential problem with picked units

    hmmm... so I was actually just curious about this in terms of later on, but it's not working how I expected... the marines get generated appropriately at first, they hit max, they get added to marine patrol (there has to be a better way to do it than how I did it). They start the patrol, get to...
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    Potential problem with picked units

    If I have a triggered patrol for a group of units, and I use something like this pick all units in unit group and do multiple actions Loop Order picked unit to attack-move to center of region 1 wait 5 s Order picked unit to attack-move to center of region 2 wait 5 s Will this cause/encounter...
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    Indefinite Item Leveling

    I want to be able to level up items, which I can do via triggers. Is there a way to create new items within the game to replace the old one, without having to physically make each item and all of it's upgrades, plus trigger in each upgrade individually? I'm looking for something like this...
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    Modify unit data via triggers?

    Ok a couple of things. First off the sluggishness was the brush list. Just disable it and it goes away (in case anyone else was wondering). Second off, I ended up just saying screw it and just triggered and engineer in. In this scenario you only really need one, not exactly how I wanted to do...
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    Modify unit data via triggers?

    well, I think what I'm going to do is to just make new workers, is there an easy way to kill off all the workers that I have, and say I have 5 workers mining gold, to detect that I have 5 workers mining gold, and create 5 upgraded workers making gold? Also it seems as though my editor is...
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    Modify unit data via triggers?

    Even in jass you can't modify these? That seems like a major downfall. Could you elaborate on this max tech thing you're talking about? I don't want the buildings to appear in the build bar before they are discovered (I don't want the player to know that they exist).
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    Modify unit data via triggers?

    More specifically: I want to modify the Techtree: Structures Built value for the worker (blood elf) unit via triggers. By default it's set to a Town hall building and a lumber mill building. I want to add a blacksmith style building which I will trigger to modify items purchased other places.
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    Modify unit data via triggers?

    I'm having trouble figuring this out, and google's not helping. I have a quest in which your character approaches one of various obelisks which contain ancient knowledge. I want to add new buildings and such to a unit's build ability. I can't figure out how to modify the units built with...
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