Ok in the part that says:
Unit Group - Pick every unit in (Units owned by Player 2 (Blue) matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
I think the "Matching unit" should be "owned unit" or something along those lines. The trigger is searching for the "matching unit"...
Noooo
DOH! :banghead: I take it back, that didn't work. It allows me to change the value in the editor, but it has no effect in the game >< I'm guessing I'm just gonna have to suck it up and work with the 1800 limit.
The suggestion of using a "reveal area" trigger is possible, but I...
I was wondering if there was any way to extend the max vision radius of a unit beyond the 1800 limit. The current map I am making is an all night map, so I was thinking I could use the goblin night scope ability (which essentially provides ultravision), but I"m not sure how ultravision works...
Hey there, I've been looking around for a decent tutorial on icon importing because I've been having trouble. The one I found at: http://world-editor-tutorials.thehelper.net/icons.php was helpful, but I still couldn't get my DISBTNs to work.
I've also found that the icons won't function if I...
Hmm okay, I'll give that a try, thanks for all the input. I might need help setting the trigger to refer to when he turns off the ability in order to remove the buff, but lemme see if I can figure it out for myself. That's usually the best way to learn. Thanks again for all the help...
I'm using an ability that increases a sniper units damage and rate of fire, but I want it to vastly decrease his speed, or even make him immobile if I can. The problem is that changing the "Data - Movement speed Factor" field doesn't seem to have any effect, unless I decrease it (and thereby...
However, you can create those upgrades, and then (assuming this is a hero) you can use triggers to advance the upgrade when the hero learns a dummy skill that has no other effects.
I'd recommend using the neutral hero ability frost arrows, and editing the buffs. You have to copy both of the buffs and edit them to get the desired result because abilities with multiple buffs are apparently "Hard Coded" and thus the buffs (and the effects that they produce) can only be...
It's kool man, thanks for the help. I figured out an alternate way to setup my spell book using custom upgrades rather than activating and disabling spells, so I can setup the order however I want (I just got my current one to display in the order that the abilities appear in the spell list by...
Well that's what I thought at first, but it doesn't follow that exactly. There are icons that are showing up out of order even from the spell book list. Additionally, I would prefer if I could place abilities in different rows based upon their function, even if the above rows are filled. Is...
Ok that sort of works, but it still comes late, even if I tell the trigger that the missile is moving faster than it really is (thus reducing the number of seconds that it will wait). Perhaps this is only due to the missile moving quickly: speed = 1000 (something I want to maintain because it...
I have a spell book setup, but the icons for all of the abilities in the spell book aren't in the positions that i have assigned in the "Art - Button Position - Normal" fields. They just fill up the slots from left to right and top down, in an order that I can't find any pattern in. The icons...
I'm creating a map that uses a number of long range attacks and I'm having trouble editing the art and effects for them. For example, I'm using the cluster rockets spell to create a single rocket attack, which is working great except...
I don't seem to be able to alter the explosion when...
Potential Option
If you spawn or place the Starcraft Marines on the map and then kill them at initialization, it'll leave a bloodstain. Just turn off the corpse decay and you're good to go.
Similar Problem
I had a similar problem on my own map. I have very mountainous terrain, and my random spawn trigger would frequently spawn units on hills where they were unable to move from. The trigger would also completely ignore the pathing map, so I was totally baffeled, as a similar...
Ok so I'm making a single hero map and I want each hero chosen to spawn at a random place on the map. The map itself has very rugged and random outdoor terrain, with a large number of cliffs.
The problem I'm having is that the heroes will frequently spawn on those cliffs and get stuck, unable...
Better Way
A better way is to use the Unit - add classification and Unit - remove classification triggers, and use the "able to attack X units" classifications. Pretty sure that'll stop and re-allow attacks as you need to, with the proper triggers