If you dont updated the variable the leaderboard wont update as well ....
* Events
o Unit - Castle 0039 <gen> Takes damage
o Unit - Castle 0040 <gen> Takes damageActions
Actions
Set INT_Lives1 = Life of (Castle 0039)
Set...
Untitled Trigger 001
Events
Conditions
Actions
Set TempGroup = (Units currently selected by (Triggering player))
Unit Group - Pick every unit in TempGroup and do (Actions)
Loop - Actions
Game - Display to (All players) the text: ((Name of...
Your trigger will count dead units as well add a condition:
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in (Playable map area) matching (((Owner of (Matching unit)) Equal to (Player((Integer A)))) and...
No.
Taunt:
1. AoE effect, how would you make it for each unit individually and MUI?
2. you need a dummy to cast it (has to be visible and vulnerable i think but not sure).
3. you can control taunted units if you give them a new order.
I cant imagine a way for taunt to work here, can you...
alright then for the complicated way. :/
1st trigger stores the unit and a random location in an array.
Cast Fear Co
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Slow
Actions
Set FearCount =...
hm you can try this, works fine for me:
3 triggers, first one adds target to a group:
Cast Fear
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Slow
Actions
Unit Group - Add (Target unit of ability being cast) to...
Solution 1: give your hero a orb ability which does nothing but place a buff on the enemy then check when the enemy takes damage if it has the buff --> has been attacked, if not it was a spell. Remember to remove the buff via triggers after your check. (might interfere with other orb effects...
Hm, are we allowed to check which unit type our enemy is?? or must we wait for IsUnitVisible() ??? I mean normally you know who youre going to fight arent you? x)
About the implentation, how do you import our AIs? Is it okay if you have to set one or two variables?
And we can make use of the...
Don't know if this has been answered yet, are we allowed to use dummies to check the pathing, when we remove them right away.
( like the pathing check function where you create a skeletton and check x/y coordinates and remove it ... dont know who created it .... )
i guess not but its always...
I dont really get this^^, does it mean i cannot check with a group loop or whatsoever check where my enemy is (on the entire map) and give a direct command to my hero to go to his location?? Instead i have to make my hero walk over the map until the enemy gets into his range of vision?
call RemovePoint(udg_Temp_Point)
that function doesnt exist, so it will give you an error.
call RemoveLocation(udg_Temp_Point)
is the correct line. Just as Romek said.
There are no leaks in your trigger.
Save the chest z values for specific unit types (which are by far too big or small) in a table and for the rest use a constant value xD
Take care when using CreateLightningEx you got to take into consideration the terrain height, so it would be: GetLocationZ(loc) + GetUnitFlyHeight(unit) + ~ 75
Just a suggestion, but you can set the alliance type ( or is it called aspect? ) of the players to "Alliance - No Attack" (dont know the english name XD). That way the will stop auto attacking.
However you now have to press "A" to attack units, to prevent this you can create a trigger:
Events...
Waits should work fine here, since triggering unit isnt lost after a wait.
You can just use:
Events - Unit starts effect of an ability
Conditions - Ability = XYZ
Actions
- Unit add Evasion to triggering unit
- Wait 10 seconds
- Unit remove Evasion from triggering unit
should...
Care when using SetTextTagText the height has to be a very small vaslue, else it wont work.
ake a look at the BJ:
function SetTextTagTextBJ takes texttag tt, string s, real size returns nothing
local real textHeight = TextTagSize2Height(size)
call SetTextTagText(tt, s, textHeight)...
I guess the commander unit is part of the group and will therefore create an infinite loop, try out this:
Move
Events
Unit - A unit Is issued an order targeting a point
Conditions
(Ordered unit) Equal to Followcommander[(Player number of...