The Super Thread of Many Questions

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Rawrz0r

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See how many you can answer! (I need detailed answers I'm new to making custom games) If you answer the most you win a cookie!

How do I give a hero a spell that casts wards on the ground?

How do I create a spell that costs some mana then gives you a speed burst of like 200 percent for 6 seconds?

How do I make a trigger that checks to see if all of one side has left the game and ends it? (out of 2 sides)

Is there anyway to destroy a doodad like the Trap Fire using a trigger? (I only see how you can do it with destructibles)

One of my player starts out with 0 team members then gets them later in the game... But when he gets them he can still only talk in All... How do I make it so he can talk in allied chat?

Thanks!!!!
 
Well about the first one, there are already spells in the regular game that drop wards on the ground. The Orc Witch Docter has some like that. All you really need to do is alter the ability in Object Editor so it drops the Ward you want. Of course you'll have to make the ward as a unit first, and perhaps trigger it to do what you want if it's not an ability in the regular game.
 
1) Base an ability from any ward-summoning spells (e.g healing ward)

2) Could try basing an ability from beserk, set speed increase to 1.00 and set duration to 6

3) (doing it in editor now, will edit post when finished) Edit-Can't figure it out right now, perhaps a more experienced helper will provide you with a solution.

4) I thought you destroy doodads same as you destroy destructibles..

5) He/She can speak in allied chat anytime during a game, jus press ctrl+enter, or switch to Allies in the Chat menu
 
Hmm.

Rawrz0r said:
How do I give a hero a spell that casts wards on the ground?
Make a new custom ability in the object editor and base it off of Serpent Ward.

Rawrz0r said:
How do I create a spell that costs some mana then gives you a speed burst of like 200 percent for 6 seconds?
Make a new custom ability in the object editor and base it off of WindWalk and set the -
Code:
Level # - Data - Movement Speed Increase(%)
values to whatever percentage increase you want per level. For changing the duration set the -
Code:
Level # - Stats - Duration - Hero
Level # - Stats - Duration - Normal
values to how long you want it to last per level.

Rawrz0r said:
How do I make a trigger that checks to see if all of one side has left the game and ends it? (out of 2 sides)
Here's a small trigger check. Make the event for every player that can leave.
Code:
CheckForLeave
    Events
        Player - Player 1 (Red) leaves the game
        Player - Player 2 (Blue) leaves the game
        Player - Player 3 (Teal) leaves the game
        Player - Player 4 (Purple) leaves the game
    //COMMENT  Here add all the players in the game to be checked. COMMENT//
    Conditions
    Actions
        Set AlliedSideHere = False
    //COMMENT  Variable is a boolean value used to see if one allied side is still here or not.  COMMENT//  
        Player Group - Pick every player in (All allies of Player 1 (Red)) and do (Actions)
    //COMMENT  Player 1 (Red) should be any person in one of the allied sides.  COMMENT//
            Loop - Actions
                If (((Picked player) slot status) Equal to Is playing) then do (Set AlliedSideHere = True) else do (Do nothing)
    //COMMENT  Loop through each player available and see if they are playing.  If we have one person playing then the side isn't empty and set the boolean AlliedSideHere to be True.  COMMENT//
        If (AlliedSideHere Equal to False) then do (Player Group - Pick every player in (All enemies of Player 1 (Red)) and do (Game - Victory (Picked player) (Show dialogs, Show scores))) else do (Skip remaining actions)
   //COMMENT  This assumes only 2 different allied sides (per later in your post) and will cycle through each of the other allies to show victory.  You'll need a trigger like this for the other side also COMMENT//

Rawrz0r said:
Is there anyway to destroy a doodad like the Trap Fire using a trigger? (I only see how you can do it with destructibles)
Using the Remove feature in the Destructible list seems to work for doodads for me.
Rawrz0r said:
One of my player starts out with 0 team members then gets them later in the game... But when he gets them he can still only talk in All... How do I make it so he can talk in allied chat?
Did you try --
Code:
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally
whenever the others come later in the game?

Hope this helps.
 
Actually I think Wind Walk isn't suited to it, as wind walk would make the unit invisible as well, and I think he only wants a speed increase.
 
Destroying doodads is not working for me it only gives me the option of destroying destructibles/trees... How are you guys doing it?

Thanks for all the help btw.
 
you can't destroy doodads because doodads are non-destructible. Try giving a destructible the model of a doodad and see if that work.
 
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