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    recreating Storm's (from dota) old passive

    i see i see. but why would i change it to the attacking unit? because it's a defensive spell, not offensive. it happens when i'm being attacked i don't want it to go off when i attack. just clarifying this is apart from the rage spell. also, i still need to figure out why my own hero is...
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    recreating Storm's (from dota) old passive

    wait. i don't understand. the last created unit is the dummy casting the spell. it's in the first trigger. and i don't need a clapper position, since it's created at the point of the attacking unit. (atleast i think i don't need a clap position). no, there are no enemy heroes. only regular...
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    recreating Storm's (from dota) old passive

    okay, the heal ability SHOULD have a cooldown and mana cost. but when i target the hero's portrait it doesn't get a manacost or a cooldown. but only will it get that if i target outside of the UI. and the evasion is just the base skill. the thunderclap ability is what the dummy unit casts...
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    recreating Storm's (from dota) old passive

    oh wonderful, and if you could, can you shed some light on the two other questions i added in the first post? and now that i'm reading the trigger.. i want to destroy the special effect when he attacks something. if i destroy the SFX right away it wont stick to him if he kills the enemy and...
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    recreating Storm's (from dota) old passive

    but wait, will that reset the variable back to zero? otherwise it will just keep adding 1 to rage_build. and it will only occur once.
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    recreating Storm's (from dota) old passive

    the skill where every few attacks storm would store up energy and then purge and damage in an area of the attacked unit. except, i don't want purge and i don't want an aoe. i just want increased damage. i thought i had it figured out today, but i was wrong. i got this far. event a unit is...
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    Save/Load Not Saving/Loading Abilities

    i'm having this same problem actually. how did you get the lumber and gold to not share the same number? i have it set up exactly like yours and the gold and the lumber load as the same number. i sent acehart a message but i guess he doesn't reply to them. ;\
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    changing the light of the area for a single player?

    i wish i knew what to do with that and where to get some ambient light models and what i'll get out of this. isn't there just a way i can use it to get local player for owner of triggering unit set time of day to night? also. i could settle for just changing the specific area's time to...
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    changing the light of the area for a single player?

    for example. a unit walks into a forest. unit enters a region asdasd condition entering unit is a hero equal to true. asdasd event set time of day to xxxxxxx BUT can i make it for only one player so it doesn't change it to night for everyone? it doesn't necessarily have to be night...
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    help tweaking a save code.

    i'm using aceharts save code. and i'm not very good with using variables yet. but i need to configure a way to save lumber, and the attributes of heroes. can anyone help me put this together?
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    trigger malfunctions after waiting over 60 seconds

    that's it. thank you very much. the decay time on the bones was 88 seconds, which is why when i'd set it to 120 it wouldn't work but it'd work at 60 seconds. problem solved in a simple fashion +rep
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    trigger malfunctions after waiting over 60 seconds

    unsure, i haven't worked with WE long enough to know how those things work. should i store the dying unit as a variable then?
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    trigger malfunctions after waiting over 60 seconds

    no, i haven't messed with any of those in specific, some gameplay constants yes, but it didn't give me a problem until i extended it past 60 seconds, when i reset it back to 60 seconds it works fine. and svenski i don't understand anything when it comes to jass, i need that broken down a...
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    trigger malfunctions after waiting over 60 seconds

    i don't think that will solve anything since the trigger already functions, it just stops working after 60 secons. but i'll post it anyways. here's the getting point trigger. which gets the position of the creep and stores its custom value. Get Respawn Position Events Map...
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    trigger malfunctions after waiting over 60 seconds

    for some reason, on my creep revive system. i have it set to 60 seconds, all units appear like they're supposed to after death. but when i make it more than 60 seconds, (i.e. 120, 150, etc) they don't come back after the timer is up. and i checked all my other triggers, i just sat there waiting...
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    help creating a more effective hero respawn

    bump. still pretty much unanswered. sorry for double post, but i don't think editing a post brings it to the top.
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    help creating a more effective hero respawn

    yeah. let me try and explain more. whenever you enter a region in a town. it sets the last_town (variable) as the hero respawn region in that specific town. unfortunately (i haven't tested it out yet) i'm thinking that whenever anyone dies, they'll respawn at that town, which is why i want it...
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    help creating a more effective hero respawn

    no no, i get all of those things. but what i'm asking is if i can create a variable for each player representing the last entered town, and how would i go about doing it.
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    help creating a more effective hero respawn

    but wont that just create a point that everyone will spawn at when someone dies?
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    help creating a more effective hero respawn

    alright, so in my rpg, i want a hero to be spawned after death at the recent most visited town. i'm sure there's a way i could do this with a variable, when i enter a region it sets the last entered town as a variable. so that when a hero dies they respawn at the last town entered. but how...
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