In one of my triggers I (attempt to) add a unit to a unit group. Immediately after (next line in trigger) I do an integer comparison to see if the unit group is empty or not, and it always returns empty. Not only this, but I have debug text to make sure I'm referring to the unit correctly (spits...
I have a pretty basic trigger here that for some reason just won't compile: Phase Warp Activate
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Phase Shift
Actions
Game - Display to (All players) the text: Phase Warp Active.
Custom script: local unit...
What sort of ways are there to manipulate a player's visibility of units? Obviously there's the spell Invisbility, but in maps like DotA they have certain effects that show up only to certain players.
What I would like to do is have something that shows a certain range away from the players'...
As a fun sidetrack I decided to try making a trigger that would change surrounding terrain that would recursively call itself, eventually encompassing the entire area. What I got, however, was completely unexpected and sad. Using a testmap of entire one terrain I tried using this...
In my map I have some units with the Ghost ability (what ladder Shades have) in order to hide them from other players. However, I'd rather not the unit be transparent like invisible units are. Is there any way to make units with this ability invisible to other players, but nontransparent to its...
In a map I'm making there are some unit abilities that require resources (custom ones, not Gold or Lumber. Resources are represented with units). I'm using the Techtree Requirements to make it so that should the player not have what they need, it will tell them what they need and disable the...
I'm using the action Environment - Create Terrain Deformation: Crater (with negative values to make it rise) to make mountains in my map, but I'm running into an issue trying to get rid of them. From what I've determined, there are two types of deformations: temporary and permanent. Now, there...
Right now I'm trying to figure out how to put a unit's icon into a multiboard without hardcoding another variable for it. (I know what the Event is to change icons, I just can't find a way in it to reference the unit's icon) The main issue is that it's asking for a string with which to find the...
I have an admittedly rather ugly trigger, located at the heart of which is a unit group selection. What the trigger is supposed to do is set the custom value of the picked units to 1. In the unit group there are two units, one that doesn't matter what its CV is, and the other one that its the...
So, in my map you can change your color by typing in a command (set.color). I implemented it a while ago, and haven't touched it since. I just tried it recently, and it developed a strange bug: I can change my color to anything that isn't red. I've tried ever other color and they all work fine...
In my map I'm working on I want to have floating text for nametags on units (map-player defined, but not really relevant). I need it to be MUI (more than one nametagged unit per player, otherwise I'd use global variables) so I'm trying to use hashtables, but they're simply not working. The...
For the map I'm working on I need tiles, and the first thing I thought of was ground textures (the brickwork that's under every Farm and Barracks but isn't actually part of the model). The Human texture works amazingly well (proper size really), and I wanted to use the Undead texture as well but...
I'm trying to figure out how to make spells that are deactivateable, or can be activated twice kinda. The best example I can think of is from DotA, the Ancient Apparition's ultimate where you target a point and he shoots out a missile in that direction. It then replaces the button for his...
:rolleyes: I had a problem/general question, but before I posted I did some more testing and fixed my problem. It didn't answer my general question though, which is this: if I have a trigger that does some stuff to my units, and I want a delay in some of the Actions, how do I do that? I know the...
I'm trying to do something that (I think) should be fairly simple, but it's giving me problems. I have a unit Longbowman (based off the Night Elf Glaive Thrower, just some things like model was changed). What I want it to do is every time the longbowman is told to attack a unit, it will be...
I'm trying to make a trigger for something that happens when Unit A is channeling an ability on Unit B (doesn't necessarily need to be channeling, could just be an ability with casting time), and then Unit B in turn casts the same ability on Unit A. So, I have two units casting the same spell at...
I'm trying to use Baka-Ranger's system for buying items that teach heroes skills via Engineering Upgrade tricks. His guide is here.
Here's my code:
Learn Blink
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Learn Skill -...
I've seen a few people on here talk about something like preloading units, which makes it so the first time you spawn a unit it doesn't lag the map. Can someone tell me how to do this?
I've been messing around with the base item ability Dark Summoning, and I've noticed a small problem. Using Art - Effect I can change what it displays where the target unit gets teleported from, and using Art - Missile Art I can change the missile that travels from beginning to end, but what I...
Hey y'all, I have a coupla questions for a map I'm making, and my being a level 2 World Editor editor (:P) isn't helping me much. +Rep to anyone who can find a good answer to question 1! :)
Question 1:
Question 2: