Hi all, I had long ago imported some Object Data into a new map using the Object Editor and the crash issues have been very annoying whenever I delete the imported data (like custom spells or units) using the Object Editor :( is there a way to fix this?
I tried to export my new map's Object...
Remove the Wait.
Changed event used to Starts an effect of an ability.
And according to your trigger, this works only if your spell is Level 1.
Then try again.
I think you can try:
Trigger 01:
Trigger01
Events
Unit - A unit enters (Playable map area)
Conditions
<Your conditions>
Actions
Trigger - Add to Trigger02 <gen> the event (Unit - A unit comes within 500.00 of (Triggering unit))
Trigger 02:
Trigger02...
When moving a region through trigger functions,
Any trigger registered with the same region only works for the old location.
You can add this line AFTER the function that moves the region:
Trigger - Add to <your trigger> the event (Unit - A unit enters (<your region>))
However it will still...
What do you mean by 'basic attacks'?
Use a damage detection system, preferably GDD
then something like that:
Shield
Events
Game - GDD_Event becomes Equal to 0.00
Conditions
<Your Conditions>
Actions
Unit - Set life of GDD_DamagedUnit to ((Life of...
In the Object Editor field, set:
Art Duration = 0.00
Base Orderid = <any targeting spell>, preferably "chainlightning"
Disable Other Abilities = false
Follow Through Time = 0.00
Options = Visible
Target Type = Unit Target
Also, check this out.
Actually it would be better to just trigger the visual. But if you use the 'Spawn' method, I think you can set the spawn unit's duration in the object editor field, so there's not a need to trigger the expiration timer for the spawning unit.
Just set 'Duration - Hero/Normal' to <value> if not...
I thought that the boolexp is supposed to be a function?
Try moving "(IsUnitType(GetFilterUnit(),UNIT_TYPE_MELEE_ATTACKER)!=true()andGetFilterUnit()!=udg_sphereCaster()))" to a function.
Add:
function SphereGroupFilter takes nothing returns boolean
return not...
But if at the end of the morph, when the morhped unit changes to the original unit. It will also trigger the event ' EVENT_PLAYER_UNIT_SPELL_EFFECT '
Add 1 more condition to check if the unit has the buff in your morphing ability.
You just want the visual effect right?
Use the 'Spawn Spiderlings' ability and create a dummy unit with the model of an explosion sfx.
Set the 'Data - Unit Type' to the dummy unit.
Create a Unit Group.
Pick every unit in group
Create Dummy unit
Add a dummy storm bolt spell
Order Dummy to cast Storm Bolt on picked unit.
If want I can make a dummy trigger for you.