You know that glow heroes have? I'm pondering how to give it to normal units as well, so when I make them heroes its obvious their heroes. I'm not sure how to do it, so... lol Any help would be awesome, thanks :rolleyes:
I have burned up all my creative energy today and I need some spell ideas. I'm looking for trigger enhanced and/or dummy unit kind of spells that are cool or creative :)
For example,
Rolling Storm
Casts a thunderstorm that travels slowly in a straight line from the caster, lightning...
I don't know how to adjust hero experience gain per monster kill according to the difficulty setting in my rpg map I'm working on. I've got an idea but I have only managed to make it either way too much or way too small a change. Any help would be appreciated greatly! :)
How would I make my save/load system bind the name of the player into the players code, to prevent others from copying it? :banghead:
Help is very much appreciated. Thank you.
I can't get monsters to respawn correctly, heres the trigger I'm using.
function Trig_Unit_respawnsNORM_Copy_Conditions takes nothing returns boolean
if ( not ( IsUnitType(GetDyingUnit(), UNIT_TYPE_HERO) == false ) ) then
return false
endif
return true
endfunction
function...
How would I create a trigger so that when players spawn heroes through a save/load system they can only have 1 at any time?
Your help is very appreciated.
I have imported some custom made Icons into my map. They are TGA format and perfect for the game. But the DSBTN icons I imported are not working, and all the items when viewed at a shop out of purchase distance are a green square. I can't get the game to recognize the DSBTN icons. I know for...
I need an assist on how to create a trigger that periodically checks the amount of players in a said game, and adjusts the enemy handicap accordingly.
I have tried myself but I'm totally stumped. Any help is greatly appreciated.
What would be the format for a hero spell that deals X times x-stat?
Is a spell of this format possible without JASS or custom script?
Example: A cloven sword attack that deals massive damage to a single enemy.
(Damage: 3.5x agility)
I'm wondering, just how good can you make a map using just the original WE version with no mods or helper programs. Some people has discussed to me that it is very limited, limited I agree with but impossible no. Personally I have strained making maps using the normal WE:nuts: but I am unaware...
I thought of a neat trigger in which a hero could jump up and stomp on an opponent's head. The problem is I don't know how to get the height changed without making the hero have Flying movement type:rolleyes:
This is what I've got thus far:
Unit - A unit Begins casting...
I've been working on my map for the past couple days, and I remembered a map that had the creator's name instead of a food amount at the top right of the game GUI. I have tried to mimic such a creative idea with no success.:banghead:
Any one have suggestions on how to do it?:nuts...
Timed spawns are not working out too well, if the player group doesn't kill the wave in time another spawns on top of it. I need a trigger that waits until the enemy has lost all of its units to spawn the next wave. Is there any kind of setup I can create to achieve this, respectively?:nuts...
I'm trying to get my hero defence working, but for some reason my spawn triggers arent working correctly. I want players to have ample time destroying invaders and for the enemy to spawn more only if all enemy units are destroyed. My code is the following:
Game - Display to (All players)...
I need advice on how to spawn units once all units owned by a certain player are dead, since using a timer to spawn units can flood the map if their not killed quick. Thanks in advance :shades: