Yes it is.
For example "GetTriggerUnit()" is triggering unit, "GetEnumUnit()" is picked unit and so on.
The custom script would look like this:
Custom script: call SetUnitAnimationByIndex(GetTriggerUnit(), 1)
note that the "udg_" prefix is only used when you refer to variable.
though for efficiency if you use 2 or more actions for one unit, it's better to save the unit into variable and use the variable instead.
e.g.: Instead of this:
Unit - Change color of (Triggering unit) to Red
Unit - Set life of (Triggering unit) to 20.00
Unit - Set mana of (Triggering unit) to 60.00
It is more efficient to do this:
Set unit_var = (Triggering unit)
Unit - Change color of unit_var to Red
Unit - Set life of unit_var to 20.00
Unit - Set mana of unit_var to 60.00
Because (Triggering unit) and all similar units ( (Picked unit), (Damage Source) , and practically everything which is inside ( ) brackets is function call).
Yeap, autocast abilities are considered as spells when they are cast manually but is counted as normal/physical attacks when used as autocast.
You can detect if an attack has an enhancer from the autocast spell, using a DDS, when a damage is dealt, check if the unit has the autocast buff then do you actions. After that, remove the autocast buff immediately after. :)
You usually just need variables...
...to make spells MUI
...for leak removal (leaks can slow down your PC and may cause desyncs); and
...for easy reference (you only have to set refer anything to the variable)
But for leakless and simple things, no you don't need variables.
Go to the sound editor, select the sound you want, Press the "Use as Sound" button (Ctrl + U). Your sound will then appear on the right part of the editor.
Now go to the trigger editor then use one of these trigger action to play your sound.
Sound - Play No sound
Sound - Play No sound at 100.00% volume, located at (Center of (Playable map area)) with Z offset 0.00
Sound - Play No sound at 100.00% volume, attached to No unit
Sound - Play No sound at 100.00% volume, skipping the first 0.00 seconds
Sound - Destroy No sound
I don't know if it's necessary but you should destroy the sound after playing. ^^
This manner of playing will cause the sound to play all throughout the map unless you're using 3D sounds.
How to play sounds as 3D sounds? That I do not know. ^^'
Hey, I just saw that you are asking how to give 2 rep, am I right?
Originally, you can just give 1 rep though every 200 rep you have gives you another power to give one more rep. Look at this way:
0 rep = if you have negative reputation
1 rep = if you have 0-199 rep
2 rep = if you have 200-399 rep
3 rep = if you have 400-599 rep
4 rep = if you have 600 and above rep
But to add, if you are a moderator, you can give more than 4 rep and up to 12 rep regardless of how many rep you have. Even if you have only 1 rep, as a moderator you can give 1-12 rep as far as I know.
When you are an administrator or higher officials (higher than moderators), you can give up to 9999 rep.
Hope this helps and good luck. Sorry to VM you suddenly though I feel that you need some information so here you go.
hmm..... milkshape I don't use because it doesn't work very well with my techniques. It's ok to know Blender buy 3ds max would be better since it's made more compatible with wc3. There's the neo dex tools which you won't be having any problems with. I'm still amazed how you make your models, are they done in blender? Good job!