Is there a good way to make a unit play attack 1 animation only without messing up his animations (which I think will happen if you make a trigger like 'unit is attacked -> play attacking units animation attack 1'
thanks
I'm looking for a base spell to make an ability that can be activated and deactivated and does not interrupt any other current orders, like immolation. But I already use immolation for another spell for the same hero and also Defend for another hero with the same spell, so I'm looking for...
I'm looking for some way to detect invisible units, but only those who are in front of a hero.
I thought about a trigger that creates a dummy unit at Position of hero with polar offset (hero facing angle) of about 500 (so it is in front of the hero) with the True Sight ability (500 range) but...
Hey I just discovered that when you have an integer variable with array size 1, you can still use for example "IntegerVar[2]" or [3] etc etc.. I always thought that when you want more layers, you need a bigger array size? How can this be possible? Can someone explain this to me? :)
I made 2 similar abilities: Dash and Charge.
Both make the hero 'slide' towards a location and when they collide with a unit or something else, they stop (and Charge makes it deal damage and stuns the target, while Dash gives the hero an order to attack the unit (with some bonus damage) when...
I was just wondering.. Does it actually make sense to check if a unit has a certain ability, if you want to remove it in a trigger? I often just remove it, whether it has it or not.. If it doesn't have it, it can't remove it, so just nothing happens.. Or can this cause bugs or something?
I'm wondering how setting movement speed by triggers works exactly.
Because there are lots of ways that movement speed can change during the game, for example by item bonuses, abilities, upgrades etc.
If you set the movement speed of a unit to 10% more than its default movement speed, does...
Is there a way to un-lock camera to unit, without resetting the whole camera?
Or do I really have to check all camera settings, then reset and adjust to the settings again when I want to unlock the camera to a unit?
I was wondering if it is easy to make custom pathing maps? And how can this be done?
I have a custom 'door' unit model, which when it's closed, units should not be able to see through. When it's open, units must be able to walk (and obviously see) through.
I now use the magical pen...
I got a nice model downloaded from the hive workshop, but when it fades to invisible with the shadowmeld ability, it turns slowly red (which is I think teamcolor, I only tested it with player 1).
It's like there is some kind of layer under the normal skin, which appears when the normal skin...
I was wondering if it's possible to export a terrain and import it in another map? I think it's impossible..
So is it then possible to export all triggers + units/items/abilities etc. to another map (with the other terrain)?
I know you can export/import those stuff, but does it work when...
When in your trigger you first remove a point variable, then recreate it and don't remove it, until the trigger is run again? Or even in another trigger that runs after it?
Lets assume that the point will not be created again before it is removed.
I suppose it shouldn't but I'm not sure...
Ok I made a trigger with a few 'If-then-else' actions.
Now if certain conditions are right, a unit is being replaced. Now I want this replaced unit to be paused, wait 1 second and then unpause again.
So I make a custom script (after replacing the unit) to make the replaced unit a local...
Like the title says..
So for example, I have 'Point' with an array size of 12. Now I want to remove only Point[3] and leave all other points.
Which custom script do I have to use for this?
thnx
I'm looking for a way to make a unit permanent 50% transparent (like you can do with the trigger action [Animation - Change (Triggering unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency]
But this unit has also shadowmeld, and whenever the effect of shadowmeld...
I have multiple triggered abilities which are partly the same... Is it better (for less lag, less cpu cost) to put as much as possible in 1 trigger, so it will be a few very big triggers, or just make many small triggers?
Ok, I'm looking for a way to make an ability that allows the hero to jump over small doodads like fences etc. With no attack element in it, and it should not be able to jump over cliffs.
I found some jump abilities, but there the hero is able to jump over cliffs etc too. And there is often an...
Ok in my map, I created a big vision modifier that generates fog of war for a player every 0,04 seconds. Now I want to make a small vision modifier within that big modifier to make visible again. So I thought, just first create the big for of war, then make the visible modifier as a layer over...
I would like to make a 'sprint' ability, which can be activated and will drain mana, but only when you are walking with the hero.
I think I know a way how to check wether the unit is moving or not, but that is a pretty extensive way to do.. Is there any easy and good working way how to do...