I have a pretty simple 'attacking' skill that one of my units uses..
Slash
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Slash
Actions
Animation - Change (Triggering unit)'s animation speed to 230.00%...
How do I make it so that when I control a group of units, they move closer together? Is there any way to change this?
Also is there any way to make units turn faster? I have the turnrate set to really high and they still seem to be turning slow
Like when my workers return lumber it says in green text, how do i change that
Also, how do you change the gold/lumber icons for when you buy units? I can change the icons in the top right, but what about those icons that are next to the thing where it tells you how much a unit costs?
THanks
So in my map there are two forces with three colours on each. I gave my friend dark green units, so when we make the game, he goes on the other team and sets his colour to dark green. However he cant move or control his units - does anyone know why?
Also, is there any way to have the slots...
For my map I need medics to have their heal skills set to autocast by default (like right when they're produced).
Does anyone know how to do this?
Thanks.
Right now even though I have circles of power around my hero shop, it still says "requires nearby patron". What do I need to do to the circle of power unit to make it able to buy stuff?
I've found that some of the colours of team glow don't fit very well with some of the heroes in my map, so I tend to set their custom team colours to Neutral Hostile(Black), Grey, or Light Blue or something like that.
Now, this works if I just place the hero on the map in World Editor, but if...
I have a unit that learns two skills that are based off of metamorphosis. You know that annoying weird thing that happens when you have two of the 'same' skill? Yeah.
I've tried changing the order strings to other things like thunderclap or fan of knives, but it doesn't seem to work. As long...
So basically, I have this marine unit. He uses normal rounds, which deplete ammo (lumber) as he shoots them. These rounds are the in form of charged items, with one clip of ammunition being one charge. The marine has a 'reload' ability that uses one of these charges (if he has the ammunition...
I was wondering if there was a way to detect the launching of a projectile. Not damage detection, cause this projectile may miss. And I dont think it's 'a unit is attacked' because that happens right away regardless of whether or not something comes out of the unit.
Any ideas?
Hey
I'm making a sort of defense map where you have to protect a city from outside intruders.
The enemies come into the city in time intervals, and attack everything they see.
You have a hero to defend against these enemies.
Is there an efficient way to make it so that they don't follow your...
I've made a combo counter sort of skill
It checks for units being attacked, then uses the attacking unit to make the combo effect. The first part is like this:
Combo Attack
Events
Unit - A unit Is attacked
Conditions
((Attacking unit) has buff Combo Attack ) Equal to...
I've made a couple of simple blinking attack spells, except one of mine has somehow stopped working. What happens is the caster casts a unit-target spell, and blinks behind that target, dealing damage, attacking, etc.
I made a sort of Omnislash (Dota players should know) and it works fine. The...