"Omnislash", 1 hero limit questions
1. I have been trying to make a skill that is based off a little on Omnislash, but I want it to only slice one time. I used Channel and this trigger:
It doesn't move to the targeted unit =/
2. How do you make it that each player can only have 1 hero? I read the index tutorial on Hero Taverns, but I couldn't find anything related to it in "Gameplay Constants".
3. Is it possible to have Player 1 units not controllable by Player 1?
Thanks![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
1. I have been trying to make a skill that is based off a little on Omnislash, but I want it to only slice one time. I used Channel and this trigger:
Code:
Razor Strike
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Razor Strike
Actions
Set currentLoc = (Position of (Triggering unit))
Set opponLoc = (Position of (Target unit of ability being cast))
Unit - Make (Triggering unit) Invulnerable
Unit - Move (Triggering unit) instantly to opponLoc
Animation - Play (Triggering unit)'s attack animation
Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing (1000.00 + ((Real((Level of Razor Strike for (Triggering unit)))) x 100.00)) damage of attack type Hero and damage type Normal
Unit - Move (Triggering unit) instantly to currentLoc
Unit - Make (Triggering unit) Vulnerable
Custom script: call RemoveLocation(udg_currentLoc)
Custom script: call RemoveLocation(udg_opponLoc)
It doesn't move to the targeted unit =/
2. How do you make it that each player can only have 1 hero? I read the index tutorial on Hero Taverns, but I couldn't find anything related to it in "Gameplay Constants".
3. Is it possible to have Player 1 units not controllable by Player 1?
Thanks