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    Trigger to kill unit after action

    Thank you for posting, but I need the events and conditions of that trigger, if you don't mind.
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    Trigger to kill unit after action

    The heroes are in taverns, and you buy the hero you want. The taverns are on a small island and when you buy the hero it appears at your unit spawn region. I want the unit, called Heroic Soul, that is used to select which hero you want to die after you have selected your hero.
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    Trigger to kill unit after action

    Hi, this is a problem that I am having problems finding the solution. I have a hero selector system, you have a unit that is used to select your single hero, how do I get the selection unit to die after you have selected your hero?
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    Map protection

    Ok, now I've gotten my map complete, how do I protect it from people opening it in world editor? I know that for everyway there is to protect a map, there is a way to get around it, I just want protection from common players. Anybody know where I can get one for free?
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    Heroes unique across teams

    This is what I mean by normal format
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    Heroes unique across teams

    Thanks for your responses, but would you mind being a little more specific? It would really help me if you guys would put it in the normal format.
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    Heroes unique across teams

    How do I make a trigger that detects when they make a hero?:confused:
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    Heroes unique across teams

    What I mean by unique is example: You pick demon hunter you are on team 1, a person on team 2 wants to be demon hunter but there is already one, so he has to pick something different. I want there to be only 1 demon hunter allowed on the map, period.
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    Hero Limits

    Thanks, it works perfectly:thup:
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    Hero Limits

    How do I lower the hero limit to 1 hero for every player?
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    Heroes unique across teams

    How do I make heroes unique across teams? I have two teams of players, they both have access to the same heroes. I want the heroes to be unique though, that way there is only 1 of every hero on the map.
  12. T

    Victory/Defeat contidions

    Thank you, it works perfectly:thup:
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    Victory/Defeat contidions

    How do I make a player group?
  14. T

    Victory/Defeat contidions

    I have 2 teams of players, both teams have a single none player building that they have to protect, if it is destroyed that team is supposed to lose. But I can't figure out how to make it work. But when I kill the building it causes a victory for both teams, the two teams of players are enemies...
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    Hit point cap

    Its Animal War Training with a diff name. But there are five ranks, at 150 per rank, at max rank it adds 750 health to all human units. Well footmen have 640 hp to start with, and stop at 740. They are supposed to have a total of 1390 hp when your done with the 5 upgrades. Why does it stop?
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    Hit point cap

    Ok, now I'm sure this is just another simple thing I've over looked. But I have hp upgrades for the units and the footmen won't go past 740 hp, how do I get it to go above that? they are supposed to have around 1100 hp when you have gotten all the hp upgrades, they are affected by it already...
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    Bounty problems

    Ty for all the posts guys, srry I haven't posted for awhile, but my internet has been out for a couple days, I got it figured out while my internet was out though:)
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    Bounty problems

    I've tried that trigger, but it still isn't working, my units are set to give the bounty but how do I get the bounty to work?
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    Bounty problems

    I feel stupid asking this, but I can't figure it out, I'm sure its a simple thing that I'm overlooking. I have units set to give a certain amount of gold when killed and they aren't giving it. How do I get for example: Tauren dies and gives the player that killed it 100g. How do I get that?
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    Trigger problems

    Set Temp_Group = (Units owned by (Owner of (Triggering unit)) matching ((Matching unit) Not equal to (Triggering unit))) i cant find the command for Set Temp_Group. i have used the search function and it told me it didnt match any commands. call DestroyGroup(udg_Temp_Group) the editor...
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