Oh and like I said, I have a couple of triggers that force zombies to attack barricades. The problem trigger is the "Unit - A unit Is issued an order targeting a point,"
I also have ones for the "Unit - A unit is attacked," to fix an issue where players would draw aggro from the zombies if...
So, the following triggers deal with barricades and zombie AI in a survival map I've been working on...
Basically, with the barricades, I've found that making them units that the zombies can walk around makes it a lot easier on me, because if the zombies couldn't walk through them their default...
Getting ready for class... so haven't had an oppotunity to read through...
Doesn't the spirit link ability in WC3 already do this? Could you use that ability and fewer triggers?
Put a region around where your walls are, and make a trigger that checks if there is a wall in the region and an enemy unit, then order the enemy unit to attack the wall. This will make them ignore any incoming fire from across the wall.
I used a system like the one mentioned above in a Zombie...
There's no direct way. You'd have to use triggers.
I would make a trigger to keep track of kills. Like,
Events
Unit -- A unit dies.
Conditions
Killing Unit Belongs to PLAYER
Actions
Set NumberKills = ((NumberKills) + 1)
If (All Conditions are True) then do (Then Actions) else do...
Or, you could just use the Player Selects a unit event, and the Player -- Clear selection action.
Events
Player - Player 1 (Red) Selects a unit
Conditions
Actions
Selection - Clear selection for (Player 1 (Red))
You could turn this trigger on/off when...
Sweet man. Those are some cool looking hooks.
I found a bug though: seems like the hooked units can only be hooked once, after that they cannot be hooked again:
My guess is that they aren't being removed from the ChainHookTarget group... I'm reading through the spell right now to figure...
You could use any doodad if you mess with the pitch angle from that tutorial that was posted above:http://www.thehelper.net/forums/showthread.php?t=32561&highlight=terraining
When I've seen bottomless chasms done well, I've seen the custom cliffs using that Misc.txt file and a terrain fog...
Hey guys, I'm using Tinki3's GUI meathook right now, because I don't know how to code in JASS so I have a hard time editing the millions of JASS versions of the spell I find on the site.
The problem is that I need the spell to be MUI/MPI and Tinki3's is not, apparently. I was wondering if I...
Hey all:
I'm making a "blaze" spell, one where after its cast it gives the unit a move speed boost and leaves a trail of fire on the ground which burns enemies...
I did a search for similar abilities... And I found one in JASS, which I'm not familiar with and which also did some stuff that I...
This is a pretty common question.
There *IS* a trigger in Skibi which restricts the current camera bounds, and DOES change the appearence of the minimap slightly.
The problem is that the minimap gets all funky when this is done. The hero icons, for instance, just move through walls and all...
Instead of triggering unit, use an action that can refer to that unit. For instance, last created unit:
Use whatever event you want. Elapse Time = 0.1 s, for instance.
Action:
Unit - Create Your Unit at X location facing Y degrees.
Special Effect - Create a special effect attached to the...
I would double check your other triggers.
I had a lot of problems with dummy units before. I usually wind up needing to make exceptions for them when I make triggers that are supposed to apply generally to all units.
Like I have a player 12 that controls all the enemy monsters. Player 12...
Do you need to remove the skill first, then add the replacement? I feel like if you add the replacement, then remove the old one, the replacement might move to a different slot or something...
I'm asking out of ignorance, btw. I don't know.
There's probably a ton of ways to do it.
By hero arena system I assume you mean with circles of power and stuff.
One way would be wait to create the units until everyone has chosen. Like I move my selection unit onto hero A, then we remove my selection unit, and use variables to keep...