I've made a trigger for a boomerang-like skill, dragging units towards you. However, after using it for some time, the game becomes quite laggy.
Can anyone see if there are any leaks in the trigger?
Boomerang
Events
Unit - A unit Starts the effect of an ability
Conditions...
Sorry, but I've searched through the forums and tried triggers on my map, but they can't seem to work.
I followed the trigger for randoming in http://world-editor-tutorials.thehelper.net/herotavern.php
Random
Events
Player - Player 1 (Red) types a chat message containing...
I've encounter this several times.
I want to make a ability similar to one i've made, so i copied the trigger used to make the ability.
However, the effects comes out totally unexpected, like a trigger used to push units away from the hero, the units all fly in 1 angle.
Btw, the original...
I've placed 2 different abilities based off Acid bomb in my map, one gives -10 armor penalty while the other gives -20 armor penalty, but when both are used the one that hits first is there, the second one doesn't do anything but prolong the buff.
Any ways to solve this?
Btw, its the same...
How do i trigger extra damage on impact?
Like a unit attacks, the arrow hits, a shockwave comes out or a warstomp comes out.
I want it to work that it doesn't work when the unit misses, and it only works when the unit attacks, not by other damage methods.
I did something like kodo tag, and i placed some walls in front of the towers.
The units are stuck facing the towers while it attacks them. Any ways that the units can kill the walls first?
1. Has there ever been a case where a unit is dead but a trigger that checks it says its not dead?
2. Dummy units doesn't work for computers on skills right?
I've experienced both, so can anyone tell me if its possible.
Anyone can help me check why does the reward system run twice?Win
Events
Unit - A unit Dies
Conditions
(Owner of (Triggering unit)) Equal to Neutral Hostile
(Number of units in (Units in FightingPoint[Place] matching ((((Matching unit) belongs to an enemy of...
I noticed that when i played my map, it starts to get jerky and sort of stops every 3 seconds. Anyone has any ideas why?
I think its due to this trigger, can anyone see if its leaking?Tigers Roar
Events
Unit - A unit Starts the effect of an ability
Conditions...
How do i make an Attribute based attack that works on impact?
Meaning that once the unit takes the damage from the attack, it takes extra damage based on the attacking unit's strength.
Can anyone help me with this?
There's 2 spells causing major lag in my game,
And all the triggers affecting it are here.
Basically these 2 spells are the ones causing a major lag for like 10 seconds when they are used more than once.(not all at once).
Is it a problem with the trigger?
I placed this triggers on my map, yet some mobs don't respawn.Respawn Initial
Events
Map initialization
Conditions
Actions
Set TmpInteger = 1
Unit Group - Pick every unit in (Units in (Playable map area) owned by Neutral Hostile) and do (Actions)...
Point of Creeps
Events
Map initialization
Conditions
Actions
Set TmpInteger = 0
Unit Group - Pick every unit in (Units in (Playable map area) owned by Neutral Hostile) and do (Actions)
Loop - Actions
Set...
I've created a tower that shoots out Wisps(Flame) and damages the enemy. The Wisps do 50 base damage and for every Flame tower upgrade, the wisps do an extra 20 damage. However, i can't make it and the wisps still do 50 damage.Flame Tower
Events
Unit - A unit Is attacked...
My heros aren't reviving when i mass kill creeps.Revival Trigger
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Wait 2.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Region 000...
How do i make my hero use metamorphosis and changes his skills, instead of having the same skills as the normal form? Should it be based off another skill?
Is there anything wrong with my trigger? it can't workNO attacking allies
Events
Unit - A unit Is issued an order targeting an object
Conditions
(Issued order) Equal to (Order(attack))
Actions
If (All Conditions are True) then do (Then Actions) else do...