This is my idea: create the main structure with upgrades using skills, when one is clicked create one unit with the ammount of upgrades for that type ex. clicking defensive upgrades open -> +50hp, +100hp -10atk, +150hp -10atk -8%atk speed. They way I think to do the show percentage thing is to...
My units are preplaced, and HellHeaven that system is very good, but in multiple regions I have the same creeps, so that system doesn't work too, someone knows another creep revival system?
Here comes my idea, and please think about it:
Kill stealing sucks badly I know, but it is not neccesary to give experience to the players instantly when they kill, so here is my idea, every time a hero dies you can create a small ball that grows up with the experience that would be given to all...
I think this can be done using the damage detection system (if it is the same I use or at least similar). Let me explain, if you want to deal some critical strike dealing some ammount of damage you can when detecting the ammount of damage dealt by the illusion deal the same, or a little more, or...
Well the title says it well, how can I make my floating text that shows damage numbers to be small at the start of his event then get bigger, and at the end get small again?
This is an example in a youtube video
Go directly to 3:55 to see how I would like to see my texts showing.
Hi, I am making a map rpg-style and I am needing a system to revive my creeps, and they are heros owned by player 12.
They have 4 skills that define the time to revive.
1st one is "creep" should revive 60 seconds after his death in the original place he started.
2nd one is "mob" should revive 30...
For the remove buff part you can create a dummy unit with a special skill based on chainlighting that must do 0, 99999 range, only 1 objetive, not bouncing, no effects, target ally and player controled units and 3 SECONDS CASTING TIME.
Then when you cast the skill "order attacked unit to ..."...
I made the trigger I am using in this map, and the problem happens! only 7 creeps are revived, someone help me please. Download the map and test it please! http://www.epicwar.com/maps/223575/
Replace the unit with another peasant with "Required animation names: walk,gold", then you can make a trigger cheking if unit in range of "your house" then add 10 gold and change unit to the normal unit. That is my idea.
Even with remove triggering unit at the end, when the unit is re-created and his values are set to the last created unit, the trigger still doesn't work well, this actually revives the creeps, but only up to 7 creeps (my creeps are heroes owned by player 12). So if I kill 8 creeps before the...
I would like it with variables and triggers. Warcraft defense system doesn't like to me. Also you can do it with an invisible ability. That is what I think.
My trigger revival system based on the guide doesnt work, what I need to do? Solutions quickly please, I have this trouble for about months !
TRIGGER1
[/noparse]Set TempGroup = (Units in (Playable map area) matching (((Owner of (Matching unit)) Equal to Player 12 (Brown)) and (((Matching unit)...
Omg, this spell is soooo easy, I am about to cry for what people suggest to you
Here is my idea
We are going to use chainlighting as the triggering spell or something like that, no effects, no damage, only for triggering our trigger.
So when you use chainlighting lets create a group with all...
I don't find Weep's tools useful, I readed and readed, and got nothing, I find copy-paste unuseful, if you are mapping you will love to learn everything...
For your question, look at my idea:
-when setting skills damage do like this : temp_integer = (the damage)
-below that one set temp_integer2...
Are those creeps player controled (player 12, player 11, not neutral hostil), also, how many triggers are used to make them face their objective, also which order is given attack unit or attack ground?