I made a unit have no collision, and position him inside another unit every 0.03 seconds. However the other unit freaks out like he can't move around him so its impossible to control him. Is there some kind of no collision ability I could give the unit that would work better than the 'no...
EVENT*
I'd like a trigger to go off when a unit even thinks about attacking something from anywhere on the map. It could be right clicking on somebody, or auto-acquiring somebody, or ordering to attack somebody.
So far all I can catch is literally issuing an attack order.
I'm trying to set the damage of a unit with triggers.
I have an ability based off of Item Permanent Damage Increase set to a unit ability with 80 levels (I know its a lot). I add it to a unit, set the level, then remove it. It doesn't change the damage of the unit at all. Same goes for health...
If a unit has an orb, it doesn't work unless the unit is specifically ordered to attack. Can this be fixed? I want towers in a tower defense type game to have abilities using orbs so they cast on every attack, BUT the orb doesn't work on auto attacks.
The most obvious way I could think of doing a simple shotgun spell would be split shot. But as far as I know, you can't limit this to a cone. I thought of giving the unit an orb effect to cast carrion swarm or breath of fire every attack, but then the damage isn't based off his attack. I tried...
I have a unit classified as Undead with the Undead Build ability.
#1: How do you stop the builder from sitting there playing his animation even though the building has already started summoning?
(I tried triggering it to play his stand animation once he started construction and it didn't work)...
So I'm wondering how to get a unit to build stuff correctly, and how to make the buildings turn. I want a hero that can build "turrets". I had to give my hero Repair to be able to let him build. And the building doesn't face enemies. Can I fix this by just making him build a unit with no...
Any way to get this to work? I need to purge an owl off a tree. Could I give a dummy unit with 100% chance orb to cast purge, and make him attack the tree? I have no idea how to do it lol.
I want my unit to only be able to cast an ability if no enemies are near.
I tried this:
Turn On
Events
Unit - A unit Is issued an order with no target
Conditions
(Issued order) Equal to (Order(immolation))
Actions
Unit Group - Pick every unit in...
Is there a way to make a spell actually target units AND trees? Or do I have to use a point-cast spell with a small radius or something and then detect what the spell was cast on?
So I've posted a couple topics on trying to keep units complete invisible but still able to cast spells and it doesn't seem like there's a way to do it easily.
It looks like I'll have to catch when the unit cast a spell, stop him, play his cast animation, and make a dummy unit cast the spell...
I have a unit with permanent invisibility, but when he casts a spell, he becomes visible forever. Is there a way to make the unit stay invisible even while casting, but reveal if he attacks? I can add and remove the ability with triggers when the unit attacks; that's not too big of an issue, but...
Lets say a unit has permanent invisibility. When it casts a spell, is the spell animation invisible? What if it cast on another friendly invisible unit? Can the enemy see the spell?
Can you get a spell be castable on trees AND units? And do I have to set up triggers differently for "Target unit of ability being cast" when you cast on trees?
Maybe I don't know how these triggers work, but I can't get this to work right.
In one trigger I create a unit of type Proximity Dummy and add an event to another trigger for when a unit comes with 256 range of that dummy. Within that trigger I have output saying "Within range." and that...
I asked this question a little bit ago, but I guess the wording was way too confusing, so I'm going to try again.
I have this ability that when you cast it, it makes a dummy unit at the location of the target. This unit must now follow around the target unit. I'm not meaning the WC3 "Follow"...
So I have an ability that creates a unit at the position of the target. This unit's position needs to be updated every increment of time to the position of the target so that it follows it. Its basically a buff that is a unit.
First problem is, I want to be able to have 10 max buffs. So when...
Can you have an ability that can be cast on buildings, heroes, units, trees, allies and enemies?
If you can target trees, how do you handle that with triggers? There's "target unit of ability being cast" buuuut trees are doodads.
I'd like to achieve an effect like the new ulti for naix in dota. It places an animation above the targets head, but the enemy players can't see it. How do you do this? I want to be able to cast a spell on something and have some kind of animation show up on it until I remove it with triggers...