When locking a camera to a unit the camera locks at it and the unit is found at the middle of the screen, right?
how would i be able to move the camera a little forward to have a most likely, 3rd person view.
do you get what i mean?
*BTW i am using a keyboard system, it is multiplayer...
i wanted to make the camera as a third person view, but i want it to have a litle offset in front of the unit. if the unit is looking at north(90) then i would just put a positive offset to y, but how would i do it if the unit is face, lets say 72 degrees or 143 degrees? i think i need some math...
I used warstomp as my base skill, i want to make the units around the caster to fly into the air, i want to avoid using trigers, just like the same effect in impale, the unit would fly in the sky without trigers, but i want to do it with no spikes(if possible), i tried changing art and buffs...
how does the Apotic shield in dota work?
i tried coping the skill i itried using
unit takes damage as event
and heals the unit the amount damaged
but it cannot save the unit if the damage is greater than the units life.
i am new at jass so this trigger is mostly composes of converted texts.
function railgun_damage takes nothing returns nothing
call UnitDamageTargetBJ( u, GetEnumUnit(), I2R(( GetUnitAbilityLevelSwapped('A001', u ) * 250 )), ATTACK_TYPE_CHAOS, DAMAGE_TYPE_UNIVERSAL )
endfunction...
i want to change the STAND animation to WALK
all the way...
i think is is with the model? i am changing it bcoz im sliding it and i want him to look like walking
as u all know when there is a barel or a tree in the way..
me ------> x ----> #
it will avoid the "x".
is it possible that when an obstacle is in the way the unit will just bump the obstacle and stop??
Can someone explain the basics of the azeroth grand prix in GUI?
i mean the "following camera", the movement and the machinegun?
i can't get the movement right... i use intantly move but the walking animation doesn't play when i periodically move the unit instantly...
need help here...
i created a skill which summons a unit with an inventory...
so when the summoned unit dies i would hide the items until it summons another one, then i will give the newly summoned unit the item i hid...
what events/actions should i use?
*btw the summoned unit is summoned via trigger
i am trying to make a MUI boomerang spell
i can't get the right formula in getting the right angle and the right polar offset so that the boomerang would form a perfect circle...
i have to get the right arc and use it as degrees...
i think i should use pi here... i don't know where
i uses...
i tried pacing a techtree requirement in the hero button but it only works when i learn it.
is it possible to place a requirement so that the hero can't learn the ability?
how can i make the new skill be on its proper place.. for ex.
|1|2|3|4|
lets pretend thats the buttons... i chose to have the skill blizzard for the first one and banish for the second one....
(1 = blizzard 2 = banish) Blizzard & Banish's research button is 0,0 and their normal buttons...
Events
Conditions
(Damage taken) Greater than 0.00
Actions
-------- Deadly Assasin --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Vulcan for (Damage source)) Greater...
my other pc creates a long BEEP when turn it on...
i checked the memory and it worked fine... i guess it would be the video card that causes the error? how can i fix it?
i made 2 trigger enhanced spell
this is the first spell...
Lightning Strike
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Lightning Strike
Actions
Set LightningStrike = True
Set TempPoint =...
i tried to edit Incinerate(arrow) but it has no <ANia,DataA1>, <ANia,DataB1>
but when i look at the premade tooltip they use that as tooltip...
DataA = bonus damage
DataB = Exploding damage
how can i edit the fields "DataA" and "DataB"?