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    "attack" abillity

    heya was working on dummy attack to. I got help from Dirac who gave me this map (look http://www.thehelper.net/forums/showthread.php?t=119699), for the attacking projectile ima guess u make the projectiles themselves a dummy unit and trigger it that way. hope it helps gl
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    Simulating Heatwave Graphics

    Here are some ideas 1.dying units dont die normally but melt as u gradually reduce there z height. 2.surronding trees get burnt (blighted trees work really well) before they get destroyed 3.If u mapped water areas u could create nagasubmerged bubbles to make it look like its boiling and use...
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    Question about moving units in a circle, and flying height

    Hope this helps it was fastest way i could think of
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    Question about moving units in a circle, and flying height

    I dont know if its a trigger gotten from "Warcraft Editor Unlimited" cause i just installed, but if it isnt then there is a condition "current flying height" under "real comparision" just say every 0.01seconds test if flying height is what u want it and run trigger as normal
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    Unit = Hero

    i dont know if easier way but i make a new unit based off old hero and then change the "art modle file used" to change how he looks
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    Howto? Archer Dynamic Arrow/ Animation-Trigger

    Hey, need some help Ive got an archer with no normal attacks but i want her to have an ability that fires an arrow at a target, however i want it so the archer plays her attack animation and an arrow comes out like a normal attack, also i want it such that the arrow is dynamic like it can miss...
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    AOE spell infront of unit/active attack ability/animation-trigger help

    thx Dirac thats exactly what i wanted!!!! :D i reply if I succeed!!
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    AOE spell infront of unit/active attack ability/animation-trigger help

    hello!! :D ok now thats outta the way I need help >< ok more specific i have a footman with no attack, but ive made an active attack ability, i need help getting the trigger and animation right, i want him to play most of the attack animation (0.6seconds out of the 1second animation time)...
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