I'm not sure if it works or not.
Currently i can't use it on allies that are still at full hp,
but i see that there are mutliple options, not just visible
There are also there:
Targeting image
physical spell
Universal spell
unique cast
I think the UI now thinks its a heal, what box do i...
How can i know wich unit the hero targeted if the hero cant cast the ability?
When i try to target someone i instantly get the error: Unit has full health.
I can't detect wich unit he is going to target.
What i used to do was get multiple stats and combine them in different orders.
Like this:
There is mana, health, armor, attack speed, attack damage, lifesteal and movement speed in stats. (attributes give stats)
Blood boots (Lifesteel and movement speed)
Stone Gloves (Armor and strenght)...
I am making this ability named Warp.
When a hero uses warp the hero teleports to a target.
If the target is an ally the ally is healed for an amount.
If the target is an enemy the enemy is damaged for an amount.
So the base ability must be an ability that can be targeted on an enemy and an...
It must be in 1 and the same trigger and there can't be any wait/waiting for condition actions. So that prob won't work.
And before i start fixing it i need to know if triggers detect the chance in alliances done by triggers.
Do triggers detect alliance changes through triggers?
Details:
I've got a problem. In my map are custom teams wich are made trough triggers.
It's an arena game in wich if you die, you are dead for the entire round.
You win a round if all your opponents are dead ofcourse.
This is sort of...
That's nearly impossible seeing as if you can divide sub strings you can have an infinite amount of them and not just 2.
Why just not make 2 triggers, one for the sheep, one for the wolves?
Even if ThranDeuL isnt the unit that was supposed to be spell immune, i understand what you mean, thank you.
I did not know that abilities get threated as ultimate once the required level is above 1!
Problem was way easier solved as expected, thanks once again.
Newgen doesnt help either.
Although i must note that units dont get instant damage if they are magic immune. They only get damage over time damage.
Thats been there all along.
Sorry, i live in europe and i was gone all day, i am back now, There seems to be a problem.
My map is 7.19 MB... The limit is 1.91 MB...
EDIT: Didnt read your post, i will upload it to Epicwar.com
http://epicwar.com/maps/150958/
Owh and by the way, ignore the errors in the start that say 2...
I dont want to be a pain in the ass, but loads of these triggers dont work with me either so what i do, is i make a seperate trigger for every player.
Change the event to player (1 to 12)
change triggering player in your actions to player (1 to 12)
Cause what i am thinking is that the...
The first idea ive done already, but the second one is quite smart.
Ill see if it works give me a second.
EDIT: Reseting the gameplay constants had no effect.
I could post the map on this site, but its a shitload of triggers - some really crappy triggers (1 year old, aint fixin what aint...
I just read another thread about a corrupted map.
They could not find the awnser either.
So i have a couple of options.
-Recreate the map so that the files are not corrupted
-Create a trigger wich makes it unable to cast certain abilities on specific unit types.
-Live with it
ill see if i have...
I used multiple abilites
Entangle roots as a base
Shadow Strike as a base
Chain lightning as a base
Forked lightning as a base
They all do damage and they all can be targeted at that unit.
Nope, no changes so far
Test
Events
Map initialization
Conditions
Actions
Unit - Create 1 Peasant for Player 10 (Light Blue) at (Center of Region <gen>) facing Default building facing degrees
Custom script: call UnitAddType(bj_lastCreatedUnit...
Okay i understand, im gonna test it now.
If it works, what is the code for last created unit?
Edit: The Custom script is this: call KillUnit( gg_unit_h01Q_0307 )
Now should i put i also put space between ( ) 's or not?
So in short:
call UnitAddType( gg_unit_h01Q_0307 , UNIT_TYPE_MAGIC_IMMUNE)...
Im not really familiar with Custom script nor JASS so i dont understand it much. With a bit of logic i can see that i will have to put the raw name of the unit somewhere. I tried using it like this:
GetTriggerUnit(namex)
Getnamex()
But on neither scenarios did the trigger function.
So i just...
Okay i will post the problem, maybe there is someway around it.
You know the types of maps, tree tag, sheep tag and such, where you have a worker unit that creates buildings and that unit is chased by a much more powerfull unit.
Well that unit has certain abilities i dont want him to use...