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    Stopping a trigger, including running instances.

    Yeah. And it shouldn't run if boneyard 0247 was destroyed before.
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    Stopping a trigger, including running instances.

    I didn't quite understand what you mean.. Here's the first trigger: Boneyard 1 Events Unit - A unit enters Boneyard 1 Trigger <gen> Conditions (Boneyard 0247 <gen> is alive) Equal to True Or - Any (Conditions) are true Conditions...
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    Stopping a trigger, including running instances.

    I want to make a trigger stop TOTALLY, as in I want the running instances of the trigger to end as well: I have this nested loop: Inner one summons one skeleton warrior and is executed thrice. Outer loops summons one skeleton archer 99999 times with 4 seconds between each spawn. So basically...
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    I want to add an animation when a passive procs.

    @DioD: Thanks, I've decided to drop the idea :). I've replaced the theme of the ability to something simpler, and it also fits the hero more. @da1nOnlyEd: Yeah I did notice that, but it only works for abilities whose base ability also has some sort of animation. Thanks though :).
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    I want to add an animation when a passive procs.

    Oh alright, it is a bit disappointing but I'll leave it out :). Thanks!
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    I want to add an animation when a passive procs.

    I'm new to this, but how can I add a special effect when a passive procures? For example, I want to add the Incinerate buff special effect to my hero's hand when a critical strike takes place.
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    Townhall Not Detected

    Would this work: Create a dummy Townhall which is destroyed when the custom Townhall is destroyed?
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    Townhall Not Detected

    I did that.. it doesn't work. I don't want to replace a hall, I just want to add another one. My map selects races via dialogs. :(
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    Townhall Not Detected

    That's what I did, it doesn't work.
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    Townhall Not Detected

    Can someone help? Bump.
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    Townhall Not Detected

    I did that, it doesn't work. You still get the message that you will be revealed in 2 minutes unless you construct a Townhall.
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    Townhall Not Detected

    I've created a new Townhall, and it has all the basic requirements like adding it to techtree dependencies. As I read in another thread, AceHart said this: I don't quite get what you mean by 'Putting the Temple on the Town Hall'. Could someone help?
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    Wont build

    They just need to be mechanical. Let me guess, you're making your unit based off Ancient of War and the model is 'Project: Odin' >.>
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    Warden, Paladin, Archmage simple spell ideas?

    Wouldn't you have to change DK's Death Pact and Animate Dead as well as Lich's Dark Conversion?
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    The Mysterious Fifth Class

    Hoping it will be a ranger :).
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    The Spell Request Thread!

    Oh sorry about that :(. Spell Name: White Blades (Passive) What it does: Every attack, it lowers enemy MAX HP by 5. The HP loss is only restored after the user of the passive dies. It's not a hero ability, so I guess it should have just one level. Thanks a lot!
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    Need help on triggering a very simple spell.

    Thanks a lot! That really helped me! +rep
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    AoS Clash of the Forbidden [RECRUITING!]

    I'm no good at triggering, but I do have ideas. How about if the map looked something like this (drawn in paint, don't mind): Different AI troop types will take different paths, but there will be a common intersection point (let mid lane AI be a bit slow so as to let the others catch up...
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