@ dudeim: You don't need to set i=Integer A;
Actions
For each (Integer A) from 1 to 30, do (Actions)
Loop - Actions
EGUI Leak - Remove Point[(Integer A)]
And here's the random one:
Actions
For each (IntegerA) from 1 to (Number of units in (Units owned by Player 1 (Red))), do (Actions)
Loop - Actions
Set TempLoc = (Random point in (Playable map area))
Unit - Move (Picked unit)...
Events
Time - BattleTimer Expires
Conditions
Actions
Countdown Timer - Destroy TimerWindow
Unit Group - Pick every unit in (Units owned by Player 1(Red)) and do (Unit - Move (Picked Unit) instantly to (YourRegion))
That's not pretty much it actually.
You are the human right ? Player1
Player 2 is vampire.
You die. Player 1 needs to treat Player 1 as enemy and player 2 as allied.
This is quite tricky.
Think you've been searching for Integer values. Correct ?
Unit HP is a Real value.
Try this trigger on a new map. Just randomly place units with different HP's on the map (including buildings).
Events
Player - Player 1 (Red) Selects a unit
Conditions
Actions
Game - Display to...
Here's your working trigger (tested):
Events
Unit - A unit Begins casting an ability. (not "starts the effect of")
Conditions
(Ability being cast) Equal to YourAbility
Actions
Set TempLoc46 = (Target point of ability being cast)
Animation - Play (Triggering...
No glitches at all when manipulating items; so i guess it's just you...
Btw... the icons were a bit blurry.
( Try setting your ingame color mode to 32b. Your screenshots look 16b-ish )
Don't use the raise tool unless you want to create islands.
> When you start a new map you need to set the cliff level to at least 3.
> Make sure that Advanced -> Enforce Water Height Limit is unchecked.
> Now set your Apply cliff to "Deep Water".
> Draw a river.
> Set the cliff to "Increase...
Oh, you're right.
Didn't tought about the bounty lol.
Well if you have a gatherer, then you could use 2 regions on the main building, so it's doable if you want to detect gathers only.
Well you don't save the game cache itself lol.
You save specific stuff in there... units, variables, etc.
Game cache is mostly used to save Heroes for campaigns.
Trig1
Events
Unit - A unit enters BossFight1 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Pause all units
Cinematic - Turn subtitle display override On
Cinematic - Fade out over 2.00 seconds using texture...