hopy
Active Member
- Reaction score
- 64
As alway's I post multiple questions in one thread to prevent me from having to spam the whole forums. I will add the awnsers to the questions in green once I got the awnser for people who can use it.
Question 1: All visible Game Mode - Solved, Thank you.
I would like to create a game mode selectable at the start of the map that reveals the whole map for all players and basicly allows them to see all .... iseedeadpeople.
Well than the problem is ... I can't find any option that allows me to change the visibility for all players to "All visible" or something.
Is there anyway of doing this?
Vision of middle <gen> is my region you can change it to "playable map area"
Question 2: Random Point - Still need help please.
In my map I have the ability: Demesion Break
The Demension Walker uses his power over the demensions to give a chance to move attacking units away from him and damage them a little. Passive
But the unit it moves can get stuck in tree's, water etc ...
Is there a way to prevent the moved unit from getting stuck.
Question 3: Replacing Ability's by Trigger - Partly, Solved thank you ... still need some help though .
I have an item that is supposed to:
- Increase the Taurens strenght by 2
- Replace Rage [Tauren] with Rage [ToP]
- Can only be used by the Tauren Chieftan
But instead of completely replacing the Ability it just sets the ability level to 0 and adds the Rage [ToP] ability... but you can learn the Rage [Tauren] instead of Rage [ToP] when leveling up.
How do I completely replace the ability?
I still need to find a way to be able to allow the ToP ability to be upgraded on level up.
Question 4: Hero Name - Solved, Thank you.
I need a NAME for a hero.
Model: Alchemist
Ability's: All Gold Based
- A goblin and his ogre helper. They will fight for annyone that will pay them and fight for only 1 goal: Gold.
Anyone have a good idea?
Gold Digger
Gold Finger
Ongron the Greedy
Question 5: Warp Gate - Solved, Thank you.
I wan't workers to be able to create a Tunnle / Way Gate kinda thing.
Like the tunnles in Tree Tag.
But I don't know how Way gates work... <,< and is it posible to create Way gates with workers and connect 2 of them with an ability?
Thank you in advance for any help. and +rep if you solve a problem.
Question 1: All visible Game Mode - Solved, Thank you.
I would like to create a game mode selectable at the start of the map that reveals the whole map for all players and basicly allows them to see all .... iseedeadpeople.
Well than the problem is ... I can't find any option that allows me to change the visibility for all players to "All visible" or something.
Is there anyway of doing this?
Trigger:
- Vis
- Events
- Player - Player 1 (Red) types a chat message containing -vis as An exact match
- Conditions
- Actions
- Player Group - Pick every player in (All players) and do (Actions)
- Loop - Actions
- Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Vision the middle <gen>
- Loop - Actions
- Player Group - Pick every player in (All players) and do (Actions)
- Events
Vision of middle <gen> is my region you can change it to "playable map area"
Question 2: Random Point - Still need help please.
In my map I have the ability: Demesion Break
The Demension Walker uses his power over the demensions to give a chance to move attacking units away from him and damage them a little. Passive
Trigger:
- Demension Break
- Events
- Unit - A unit Is attacked
- Conditions
- (Unit-type of (Triggering unit)) Equal to Shadow Walker
- (Level of Demesion Break [Demension Walker] for (Triggering unit)) Greater than or equal to 1
- Actions
- Set DeBr_Level_2 = (Level of Demesion Break [Demension Walker] for (Attacked unit))
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Random integer number between 1 and 100) Less than or equal to (6 + (DeBr_Level_2 x 5))
- ((Attacking unit) is A Hero) Not equal to True
- Then - Actions
- Special Effect - Create a special effect attached to the origin of DeBr_Hero using Abilities\Spells\Undead\DeathandDecay\DeathandDecayTarget.mdl
- Special Effect - Destroy (Last created special effect)
- Set DeBr_Hero_point = (Position of (Attacked unit))
- Set DB_Point_Offset = (DeBr_Hero_point offset by (Random real number between 130.00 and (300.00 + ((Real((Level of Demesion Break [Demension Walker] for (Attacked unit)))) x 175.00))) towards (Random real number between 1.00 and 360.00) degrees)
- Unit - Move (Attacking unit) instantly to DB_Point_Offset
- Special Effect - Create a special effect attached to the overhead of (Attacking unit) using Abilities\Spells\Undead\Darksummoning\DarkSummonTarget.mdl
- Unit - Cause (Attacked unit) to damage (Attacking unit), dealing (10.00 x DeBr_Level) damage of attack type Hero and damage type Normal
- Special Effect - Destroy (Last created special effect)
- Custom script: call RemoveLocation (udg_DeBr_Hero_point)
- Custom script: call RemoveLocation (udg_DB_Point_Offset)
- Else - Actions
- If - Conditions
- Events
But the unit it moves can get stuck in tree's, water etc ...
Is there a way to prevent the moved unit from getting stuck.
Question 3: Replacing Ability's by Trigger - Partly, Solved thank you ... still need some help though .
I have an item that is supposed to:
- Increase the Taurens strenght by 2
- Replace Rage [Tauren] with Rage [ToP]
- Can only be used by the Tauren Chieftan
Trigger:
- Tome Rage
- Events
- Unit - A unit Uses an item
- Conditions
- (Item-type of (Item being manipulated)) Equal to Tome of Rage
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Unit-type of (Triggering unit)) Equal to Cairne Bloodhoof
- Then - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ToP_Intreger[14] Not equal to 1
- Then - Actions
- Set ToP_Intreger[14] = (Level of Rage [Tauren] for (Triggering unit))
- Hero - Modify Strength of (Triggering unit): Add 2
- Unit - Remove Rage [Tauren] from (Triggering unit)
- Unit - Add Rage [ToP] to (Triggering unit)
- Unit - Set level of Rage [ToP] for (Triggering unit) to ToP_Intreger[14]
- Set ToP_Intreger[14] = 1
- Else - Actions
- Game - Display to (All players matching ((Matching player) Equal to (Owner of (Triggering unit)))) the text: |cffff0000You can o...
- Hero - Create (Item-type of (Item being manipulated)) and give it to (Triggering unit)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
- Game - Display to (All players matching ((Matching player) Equal to (Owner of (Triggering unit)))) the text: |cffff0000This item...
- Hero - Create (Item-type of (Item being manipulated)) and give it to (Triggering unit)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
But instead of completely replacing the Ability it just sets the ability level to 0 and adds the Rage [ToP] ability... but you can learn the Rage [Tauren] instead of Rage [ToP] when leveling up.
How do I completely replace the ability?
Trigger:
- * Hero - Modify Strength of (Triggering unit): Add 2
- * Unit - Add Rage [ToP] to (Triggering unit)
- * Unit - Set level of Rage [ToP] for (Triggering unit) to (Level of Rage [Tauren] for (Triggering unit))
- * Player - Disable Rage [Tauren] for (Owner of (Triggering unit))
I still need to find a way to be able to allow the ToP ability to be upgraded on level up.
Question 4: Hero Name - Solved, Thank you.
I need a NAME for a hero.
Model: Alchemist
Ability's: All Gold Based
- A goblin and his ogre helper. They will fight for annyone that will pay them and fight for only 1 goal: Gold.
Anyone have a good idea?
Gold Digger
Gold Finger
Ongron the Greedy
Question 5: Warp Gate - Solved, Thank you.
I wan't workers to be able to create a Tunnle / Way Gate kinda thing.
Like the tunnles in Tree Tag.
But I don't know how Way gates work... <,< and is it posible to create Way gates with workers and connect 2 of them with an ability?
Trigger:
- Tunnel
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to Dispersion [Hydro]
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Unit-type of (Target unit of ability being cast)) Equal to Town Hall Shop
- Then - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Tunnel1[(Player number of (Owner of (Triggering unit)))] Not equal to True
- Then - Actions
- Game - Display to (All players) for 30.00 seconds the text: Success xD
- Set Tunnel1[(Player number of (Triggering player))] = True
- Set Tunnel2[(Player number of (Triggering player))] = (Target unit of ability being cast)
- Set Tunnel3[1] = (Target point of ability being cast)
- Set Tunnel3[2] = (Position of (Triggering unit))
- Neutral Building - Enable (Triggering unit)
- Neutral Building - Enable (Target unit of ability being cast)
- Neutral Building - Set (Triggering unit) destination to Tunnel3[1]
- Neutral Building - Set (Target unit of ability being cast) destination to Tunnel3[2]
- Custom script: call RemoveLocation(udg_Tunnel3[1])
- Custom script: call RemoveLocation(udg_Tunnel3[2])
- Else - Actions
- Game - Display to (All players) for 30.00 seconds the text: You already created...
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
- Game - Display to (All players) for 30.00 seconds the text: Sorry, that is not ...
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
Thank you in advance for any help. and +rep if you solve a problem.