Before doing that...I think you should give the suggestion in post #2 a shot. It guarantees no errors cuz its straight from a wc3 spell. Simply make the alternative unit flying and change the model, believe it should work. Only drawback, when the alternative unit shifts back into its original...
Ok so I got my editor out and heres two triggers you need:
Untitled Trigger 001
Events
Map initialization
Conditions
Actions
Set Start[0] = Region 000 <gen>
Set Start[1] = Region 001 <gen>
Set Start[2] = Region 002 <gen>
Untitled...
So basically make a region variable with an array. Then pre-set each of the starting regions, e.g. Start[1] = region 1, Start[2] = region 2, etc...Set another variable Random = Random integer from 1 to (# of regions). Then for the trigger action do: Move units to Start[Random].
The only...
Well from what I understand...you could set each of your starting regions to a number (from 1 onward), and then use a trigger to move all the units to a random region by picking a random integer from the set of 1 to however many levels u have.
I was wondering if there is a way to keep the same level and type of upgrades for a unit that changes ownership when transferred to the new owner.
For example: the unit's previous owner had level 3 armor upgrade and an ability upgrade. I want the new owner of that unit to have the same level...
Interesting read. I'm studying for a specialist in human biology so if no one minds I'll give my 2 cents into this article. While in my opinion evolution does have flaws in it that cannot be reconciled, I don't think this article provides a very good argument. While I didn't read all of it...
Yes, perhaps I'll do a variant of that. The reason I wanted a percentage-based upgrade is because I want the upgrade to affect more than 1 type of unit, of which the units have different lumber capacities. So if I were to make it just increase by, say, 5, then one unit would have a significant...
As stated above, I know how to increase a harvester's lumber carrying capacity by an absolute value through the human lumber upgrade, but is there a way to increase a harvester's lumber carrying capacity by a percentage?
Recently I tried to make a spell based off of channel. When I tried to test it the button icon for casting the spell simply disappeared (not just the green blurb for icon missing, it was simply not there); however the research icon was visible. Why can I not see the spell?
I know, this is the strangest thing I've encountered. I tested each trigger line by line and isolated the problem. Current trigger:
Spectral Phantasm Silence
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Item Silence...
Lol I see. Anyways, I did as you said and still nothing. I did some more testing and decided to give my dummy unit a model to see what it was doing. It turns out, only 1 dummy unit is being created...strange. Anyways i'm still trying to see why. Are there are reasons outside triggers could...
Im having problems with trying to place a spell on every unit in a unit group. Heres the trigger:
Spectral Phantasm Silence
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Item Silence (WORD)
Actions...
I don't think theres a way around that, its a feature of being a building. I noticed you want individual upgrades for you units. Theres better ways of doing this: 1) make each unit a hero and you can level specific units, 2) triggers - give units a "spell" for upgrading. Make a conditional...