Taken directly from the vanilla tooltip:
.|n|nSiphon Mana can push the Blood Mage's mana over its maximum value, though excess mana drains off rapidly if not used.|nLasts <AHdr,Dur1> seconds.
Look for the base order ID in the object editor and change it to an ability that the unit will not be using. Everything needs a different base order ID for it to work.
E: Found it. It's under textures\(tileset)Natural
It's a bunch of doodads smashed into one texture, so be careful if you plan to edit it.
Does anybody know where to find these? I need to retexture them due to them not really working with the autumn theme I'm working in, but the texture...
To be honest I'd rather spend an hour filling it with wheat, I was just wondering if there was a world editor function I'd been missing.
I think I'll just turn it into a building for the pathing and then turn it back into a unit after the deed's done so it can be walked through.
Is there a way to place units so they're snapped onto a grid like buildings instead of 'free-moving'? I want to fill a field with wheat, but it's nearly impossible the way I'm doing it now.
Is there any way to import and export WC3 models in 3ds Max 11? Everything I see doesn't work for 11.
Also, sorry if this isn't the right forum, couldn't figure out which one was correct.
The triggers don't fire off at the same time. The ability costs zero mana for all levels.
E: Okay, after testing a bit the trigger doesn't run at all.
E2: The problem is the buff-checking, I'm going to try using different buffs and see if they work.
Problem solved. The buff was removed when it died or something, but keeping track of it via unit groups worked.
I have the buff properly set up, the ability costs no mana, has no cooldown, is instantly cast, uses no animations, and the dummy has the cast point and backswing set to 0...
Dying Unit works. It works in all the other triggers. I am not testing as players 1 or 2, because nothing else works for them either until I get to them. :P
It's set from 3-12 because I don't want it working for red, blue, passive, victim, hostile, or extra. And yes it's set to something. Unless MainUnit dies. The trigger is supposed to make sure it's always set to something or the player is defeated.