I have a trigger where it picks every player whose lives are at 0 and announces that they lost. I did pick every player - show message (Player) has lost.
It shows up around 30 times before stopping. I do not want this to happen. I see no reason why it HAS to loop it, but it does.
I was wondering if there was a way to use a Pick Player/Unit group and not have the actions loop.
Also, I have a tower that I want to be highest priority for attacks if there are no other towers near it (next to it or in front of it) how would I make it so that the others are not attacked if...
I have a tower defense, but the towers attack others units. I was wondering if anyone knows a simple way to do this?
And if I use regions for each player, and have it stop them from attacking people in others areas, wouldn't it cause them to lose some attacks, because they would keep trying...
So how would I do that?
How do I make an attack type and armor for Fire?
I'll try it out, thanks.
EDIT: Tried out that trigger, didn't work. At first it seemed like it was, but with each attack it ended up doing more damage than before, and would lead to death of the unit.
If I made the...
Thanks for the reply, I didn't find anything directly like that, but I found this:
Unit - Set life of (Attacked unit) to (2.00 x ((Damage taken) + (Life of (Attacked unit))))
I'm not sure (and can't test it right now) if it will work right though. The way it is it looks like it will do the...
1. How can I make it so that when a (Fire) Tower attacks a (Fire) Unit, the Unit is healed instead of damaged?
2. How do I get Towers to attack ground AND dead? When I tick Dead in Targets allowed it makes that Tower unable to attack anything that does not have Dead ticked.
I had one...
If you want to use a non-hero, you can use
condition - Unit Type of (dying unit) Equal to (The unit)
But you will have to use OR condition aswell, and do each one if they are all different units.
Players
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
-------- Ingame Players --------
Set PlayeInGame = (All players matching ((((Matching player) slot status) Equal to Is playing) and (((Matching player) controller) Equal to User)))...
With 4, I don't mean abilities in the game. I mean making things triggered that they can do, like the one reincarnating. Or after they lose a certain ammount of health they gain more speed. Things like that.
The rest I will try out and see how well they work.
Also, how do I get rid of a unit...
Thanks for the replies.
I tried the triggers you made, millz-, the sell tower one worked fine. The other one still isn't working.
It just stops after defeating the boss once. No timer, no other creeps spawn, no reincarnated boss. Any ideas?
1. Yea, I moved that by mistake, didn't realize it.
2. It spawns fine, it appears once, but when it dies it doens't respawn at all, it just moves onto the next level.
The reason those are there are because it didnt work the way I had it, I tried several other ways before this, I did that to...
1. Whats a good way to set up the next spawns in a TD besides using food used (as in the tutorial)?
2. Is there any way to change the amount a unit is slowed using Frost Attack or Slow? It seems like slower units don't get effected by it.
3. When a map uses "Immune" units, what exactly is...
I'm not too good with visibility stuff and all that but maybe make a dummy unit that either leaves (and use when unit leaves region) or enters (and use when unit enters region) that causes visibility to go change? Make it so the dummy is created or leaves after all players choose their heroes...
The trigger that makes them spawn and move and kill works fine. The one that won't work is the one that makes them split the gold every 60 seconds. It doesn't even activate.