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    Same upgrades for ownership-changed unit

    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...
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    increasing lumber capacity percentage?

    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?
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    Channel Base Spell

    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?
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    Unit Group Problem

    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...
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    Leak Variable Conflict?

    So I recently discovered the method of removing leaks from actions and such, but I have a question that I want to ask the more experienced JASSers: I have this leak-fixed trigger: Trapping Events Time - Every 5.00 seconds of game time Conditions Actions...
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    Upgrading structures...

    I came across an interesting circumstance, in which I need to know does upgrading into a new structure mean that the previous structure "dies"? If not, what would be a good event to detect that (the previous structure)?
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    Item detection trigger doesn't work

    I'm trying to make a trigger that when a unit drops an item, and if that unit does not carry any more of that item type (e.g. in case they were carrying two of that item), that will remove them from a unit group. It seems simple enough, and this is what i got: Ancient Regen Lose 3...
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    Death and Decay based spell to not kill trees?

    So I made a spell based of Death and Decay, and even after modifying the targets allowed to "Air, Enemy, Ground, Neutral" it still seems to kill trees when placed on them. This leads me to believe its probably one of those hard-wired features of the spell. Is there an easy way around this or...
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    Unit within range/Unit leave range

    So as you know there is a trigger event called "Unit within range" in which the trigger activates when a unit is within range of another designated unit. What I was wondering was if there is a way to trigger when a unit leaves the range of a unit, akin to "Unit enters region/Unit leaves region"...
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    Buildings can't get starting mana

    Well it seems for some reason buildings always start with 0 mana, even when I set the initial amount to full, and when I do this simple trigger: Structures Full Mana Events Unit - A unit Finishes construction Conditions Actions Unit - Set mana of...
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    Spell Triggers not working

    So I made a tentative spell for an auto-cast target spell (based off cold arrows) that temporarily (10 sec) removes a target hero's agility by 5 each attack, stackable up to 15 times. The resulting triggers are kind of a hybrid of what I was able to gather from searching on forums: To detect...
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    Stackable armor reduction / attack

    So, as stated in the title, I would like to have a spell (preferably auto-cast or passive), that reduces the armor of the target by a certain amount each time it is attacked by a unit with this ability, up to a certain limit. A perfect example is the dota spell of Invoker's Fire Spawns. Now...
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    Chance for two effects

    I'm trying to make a passive spell that has a % chance to slow and deal extra damage. It seems simple enough but I can only find a spell that can do one or the other. I'm not even sure how I could put this into trigger form. Is there a spell that can allow 2 different effects in the same chance?
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    2+ story terrain?

    Say, you want to create a tunnel that units can go through, AND a bridge over it that units can pass over. Would it be possible to terrain this?
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    Phoenix Fire Intervals

    Ok, so now I'm stumped with a question on using Phoenix Fire as a hero spell. Basically, I changed it into a hero spell with levels and tried to modify the intervals between the shots (DoT set to 0.01s). For some reason the spell appears to be set to the duration for level 1 only. E.g. Level...
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    Projectiles from Spell?

    Hey, I'm trying to make a spell which fires 4 projectiles from the caster in random directions. This is what I devised: -Create 4 dummy units as projectiles at position of caster. -Order the dummy units to move to position of casting unit offset by random real numbers from -500 to 500 on both...
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    Hashtable - Save ability handle crash?

    I recently noticed that some actions involving hashtables, most notably the save ability handle, would result in my wc3 editor simply crashing. Basically what happens is that I can open the action, but upon asking for values: Save handle of Ability as Value of Value in (Last created hashtable)...
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    Unit Entering Region...

    I am trying to make an area with random explosions inside that damage you. This is what I came up with: Trigger 1: Event - Every 5 seconds Condition - n/a Action: Center Region A on (Random point in Region B) Create a special effect at Center of Region A using xxxxxxx Trigger 2...
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    Local Fog of War remover?

    I was looking around and for some reason I couldn't seem to find any sort of local Fog of War remover in the WC3 editor, which I thought was strange seeing as even the SC editor had them (map revealers). Is there something like a map revealer in WC3 editor?
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    Event Response - Target Unit of Ability Being Cast

    To start off - I really hate this event response. It causes me more trigger problems than anything else I know in my feeble, amateurish mind. Ok, so here's the trigger (summed up): Event - Unit finishes casting an ability Condition 1 - Ability being cast = xxxxxx Condition 2 - Unit-type...
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