Well in that example there is a delay. The next command isnt executed until you have finished the first. i.e. Your unit wont be ordered to go back to region x until he has left region y.
But in the first it is just a constant loop. A unit attacks, and this causes it to be ordered to...
The range that a unit will acquire another unit. For example, you have a footman standing in the middle of the map and his acquisition range is 200. As soon as another unit walks within 200 range, the footman will go attack it.
Its hard-coded to not work on structures, no matter what settings you use. You can use demolish instead if you want, but it won't have the floating text unless you trigger it.
Why not just base the ability off of a regular hero ability. You could easily just use Inner Fire with a negative Defense number and the rest of the fields set to 0.
So you want the regular ping as well as a custom one? Almost positive you can only have one real ping. You can change the color of the ping with a gui trigger (Cinematic - Ping minimap with color). Also, if this is just some specific ping in your map and not something player controlled, you...
A dummy caster is just a unit you create that has no model, no shadow, no attack, and the ability 'locust', which makes it unselectable. Then once it is created you use it to cast spells.
Read this
I have a immolation item that is created by triggers. The issue is that every once in awhile, the ability gets stuck on permanently, when it is only supposed to last a certain number of seconds. This always happens during some sort of morph (alchemist to chemical rage, dh to meta, etc, etc)...
One thing I ran into when we made a swap system for Footmen Frenzy was an issue with items. A lot of maps will start the hero with certain items (tp or something like that) and players were able to abuse this with swap systems. So we basically had to save the exact stats/items/xp/everything in...
I'd just base it off 'Item Ability Corruption Bonus'. This has a field for armor reduction and a field for bonus damage. Then just trigger the % chance...
Well it would be tedious, but definitely possible. Use 'Stats - Point Value' and edit this on your units to be equal to the XP each unit gives. Then just have the floating text to display this point value whenever a unit is killed.
The point value doesnt have any purpose on units other...
Well is this a completely custom map where you created the units and the spawning and all of that? Because if so, it doesnt matter what it is set to, it is just going to create whatever you have in your map...
Just trigger it like:
Untitled Trigger 001
Events
Unit - A unit Loses an item
Conditions
(Unit-type of (Triggering unit)) Equal to Your Dummy
Actions
Item - Move (Last dropped item) to (Center of (Your region))
That works exactly as you said in my map... The drain interval is how often health is transferred, not how long the spell lasts.
Edit - Yeah, it has to have an area of effect... that is the range that the unit has to be in for the spell to keep casting. The 'cast range' is the range in...
The way I typically make 'unit in range' spells is to create an invisible dummy with an attack of 1, and set the range to whatever you want the range of the event to be. Then just detect when this unit attacks, and when it does, do whatever action you want.
I think the main reason people ignore it is because it is completely irrelevant for most custom games. If the scoring system could be customized, it would actually be fun to check...