How is attack speed calculated?
According to the gameplay constants, you get a 2% increase for every point of agility. Does this cap at a 400% increase (200 agility)? And do the animation backswing, and damage points affect the speed?
I have a trigger that runs at 90 seconds game time. I want it to destroy several other triggers. What's the command to do that? I know to destroy the trigger the command is in is,
call DestroyTrigger( GetTriggeringTrigger() )
is the command to destroy an outside trigger,
call...
Simple question.
If I have a trigger initially off, and it is going to be turned on 20 minutes into the game. But I have a periodic trigger that is on all game, and runs this trigger while "ignoring conditions."
Will the trigger be run while I have it turned off?
Copy and paste it from the dummy map to the actually map. It takes less time if you disable the brush list under the window menu, because it will load 10x faster.
Does this work?
Set TempPoint = (Position of (Reviving Hero))
Camera - Pan camera for (Owner of (Reviving Hero)) to TempPoint over 0.60 seconds
Custom script: call RemoveLocation (udg_TempPoint)
Or will it bug if I use my "TempPoint" variable during the 0.6...
No I don't know what you mean. I don't know how to set a local point variable to the spot I want. The whole local variable thing is foreign to me.
On second thought, is this even required? It seems that the only non-mui part of the trigger is "WPoints[0]" as the other two variables are cleared...
It essentially is 5 second wait between loops. So that I get 6 "waves" of 6 archers, instead of 1 wave of 36 archers. Im doing it this way instead of just one massive wave for aesthetic and technical reason. One wave of 36 looks funny, and causes some lag upon being created.
I have this trigger that I'd like to reuse roughly 20 more times to spawn different unit types, using the same variable.
Archer wave Light
Events
Unit - A unit enters Mainbase light <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Hire Archer Reinforcement...
I'm stealing an ability from dota. The chronosphere ability pauses everything in an area, and everything that enters that area during the duration. It takes me two simple triggers to accomplish the effect.
ChronoSphere
Events
Unit - A unit Starts the effect of an ability...
I edited my post above, after I realized what was happening but I forgot to check for replies -- oops. That's my question, isnt call TriggerSleepAction() the same as a Wait? In which case I have to use a new variable array for each separate trigger (I have 16 that do this same thing with...
Here is what I did:
Archer wave Light Copy
Events
Unit - A unit enters Mainbase light <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Hire Archer Reinforcement
Actions
Set WPoints[0] = (Position of (Triggering unit))
Unit - Remove (Triggering...
What if I want it to be able to have more reinforcements to be able to be sent? They would be of a different unit type, but would be spawning from an identical trigger.
Does it hurt anything to just set and clear a "temppoint" variable between each wait? Because that seems like the easiest way...
I started my map when I was really bad at GUI. And I made this trigger:
Archer wave Light
Events
Unit - A unit enters Mainbase light <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Hire Archer Reinforcement
Actions
Unit - Kill (Entering unit)...
Title says it all. I think it does, but I want to confirm it.
DarkSideGetGold
Events
Unit - A unit owned by Player 10 (Light Blue) Dies
Conditions
Actions
Player Group - Pick every player in (All allies of Player 3 (Teal)) and do (Actions)
Loop - Actions...
No I hadnt. Hmm. Ill test that and then edit this post with my results.
Results: After some minor tweaking of the numbers, your advice fixed the problem. Thanks a ton :D +rep