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  1. captainrads

    Trap Problems

    My map features traps which, once built, should be able to be walked over by units, yet not attacked by them. However, I do want certain units to be able to attack them. To do this, I've tried giving the units a "tree" classification, which hasn't worked. I've also tried numerous other...
  2. captainrads

    Tree classification to a unit?

    I've got a system set up where a worker can build a trap that is classified as "walkable" and "tree". I did this so that normal units wouldn't be able to attack the trap, only siege units that can attack trees can attack the traps. The problem is, siege units can't inflict damage to the traps...
  3. captainrads

    Spawn Limit Trigger Problem

    EDIT: Fixed, Tom Jones was right; I changed the Integer A in the tankspawnlimit variable to the player number of the triggering unit's owner. I've got a system where buildings spawn tanks every two minutes with a spawn max of three. The problem is, when a tank dies, the trigger that's supposed...
  4. captainrads

    Black Arrow with siege attack?

    I've got a Glaive Thrower(with a siege attack) which has an ability based off Black Arrow where its supposed to spawn treants when killing a unit. The problem is, since the corpse explodes when the Glaive Thrower kills it, nothing is spawned. I'm not sure if Black Arrow doesn't work with siege...
  5. captainrads

    Traps-building problems

    EDIT: Ok, I've found the problem: only mechanical ground units will be built, but this gives them the structure classification, meaning they can be attacked by all units. I want them to only be attackable by units that can target trees or a similar classification. Ok, now I've got another...
  6. captainrads

    Ward Ability Problems

    Ok, so I'm trying to make wards with autocast abilities (frost armor, spell steal, etc) but the abilities are not showing up or working when the ward is dropped. The wards are based off of healing wards and the abilities are made in the same way(ability to drop, then the unit ability). If...
  7. captainrads

    Automorph problem/gold mine ability problem

    I know, I posted something like this a few days ago, and I'm not trying to post multiple threads to be obnoxious, I just wanted to clarify and clean up the post a little. I've only got two major problems right now: EDIT: Got it to work just fine, except that the gold mine model does its build...
  8. captainrads

    Ability Problems

    Ok, so I've got problems with abilities I'm trying to create. One is an ability where a hero spawns a gold mine which automatically generates gold to the hero on regular intervals until it runs out of gold. I have little idea on how to go about doing this, and using things like feral spirit...
  9. captainrads

    Need some footies spawning help

    EDIT: Fixed I know, I know, Footman Wars maps have been beat to death, but I'd still like to try my hand at it, I've got a few ideas but I need some help. I'm just about to release a beta, but first I've got a crippling problem. Along with the standard base spawns, I've got a system where a...
  10. captainrads

    Other Elemental Footman Frenzy

    Elemental Frenzy Beta v1.5 Elemental Frenzy Beta v1.5 IT'S FINALLY OUT I know, I know, Footman Wars maps have been beat to death, but I'd still like to try my hand at it; I've got a few ideas that I think are pretty damn cool. Ideas I'm currently toying with, please leave some feedback about...
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