Ability 1: (Item Ability: False), id: "spiritlink"
(Current order of Caster) Equal to (Order(spiritlink))
this returns true
but for Ability 2 which is literally copy of previous Ability it returns false, only difference is that its used in a item and Item Ability is set True.
So if I...
I tried looking in wc3 folder, documents and appdata/local/temp. It's nowhere to be found
Amount of work lost is so huge, just thinking about redoing everything makes me want to stop working on this map completely. :(
General Preferences/Copied map file: "backup"
Wc3 is not installed on my...
I have ability which creates dummy who then casts cloud at target location, problem is that it affects allied units (DOESN'T target allied units if player 1 uses it)
Targets allowed are : Enemy, Ground
I found posts with similar problem but they just recommend triggering whole spell, any way...
That was my first idea but I am trying to avoid this method since I already got tons of periodic checkers in my map.
Yeah, thats my bad.
My reasoning was that it would complicate things more since I just needed to know how to make mine explode when allies touch it.
I am not sure what I am supposed to see in this map test, I think you misunderstood me.
I was creating Healing Rune which heals first ally who comes in range, I wanted to use AoE mine ability to do that but its hard coded it seems.
I fixed my issue with damage engine, Rune attack nearby units...
I am using Horn of Cenarius sound in my map
Sound - Play TheHornOfCenarius <gen>
It played properly untill something broke...
I tried reimporting it and also playing it as first trigger that runs in my map and it still doesn't work.
I made mistake while posting trigger, last line of StartSound is not there.
My description is pretty short it doesnt exceed nomal length for sure.
Is there a list of things that are potential problem for crash on map exit?
(Checked some other posts, its not imports in my case - only empty...
Whenever someone quits from Scoreboard screen or alr+f4 game seems to crash (without giving error, just freezes on black screen)
I am pretty sure I am removing every leak from unit/player groups, special effect and location.
What else should I look for?
Things that I have in my map but unsure...
I want my hero to throw 3 projectiles in a cone, something like this:
I tried doing it like this:
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
And - All (Conditions)...
Unit - Set Unit: (Triggering unit)'s Weapon Real Field: Attack Range ('ua1m')at Index:0 to Value: 1600.00
I never noticed those 'Unit - Set trigger' before, are they new?
I tried to change my units attack range with it and it doesn't work, I checked object data and 'ua1m' is refrence to missle...
Perhaps that example was too simple, how about this one?:
Tormented Soul Start
Unit - A unit Starts the effect of an ability
(Ability being cast) Equal to Chaser spell
Custom script: local unit udg_Caster
Unit - A unit Begins casting an ability
(Ability being cast) Equal to Spell1
Custom script: local unit udg_tempUnit
Set tempUnit = (Triggering unit)
Unit - Set Unit: tempUnit's Real Field: Animation - Run...
It works properly but if Hero is at 100% hp, he will still take damage.
How can I fix it?
Game - GDD_Event becomes Equal to 1.00
(GDD_DamagedUnit has buff Shield ) Equal to True
GDD_DamageSource Equal to DamageTypeMagic[(Player number of (Owner...
If I add this ability to a Hero he will have -70 life, but if I use trigger "set level of ability" or "increase level of ability" it still stays at -70.
Any ideas, or alternatives on how to do effect like this?
Set Caster = (Triggering unit)
Set tempLoc = (Position of Caster)
Set tempGroup = (Units within 200.00 of tempLoc matching (((Matching unit) is alive) Equal to True))
Unit - Remove (Triggering unit) from the game
Unit - Create 1 Dummy for Neutral Hostile at...
I got speed to work, last problem remains with iC, is that a problem if in finish trigger I use iM instead of iC?
(Recreating iC will take some time, because every trigger with it is blank so I kinda want to avoid that)
Got one more question, how does he select SS_iC in world editor?
When I try to find it in the list its only SS_iM in there.
SS_iM is integer with 0 def.
SS_iC is integer with NONE def but when I try to edit it, its type is empty.
This is why I was doing custom script before.
You mean something like this?
Unit Group - Pick every unit in SS_Group and do (Actions)
Loop - Actions
Set SS_eUnit = (Picked unit)
Trigger - Run Finish Trigger 1 <gen> (ignoring conditions)
Finish Trigger 1
Special Effect -...
I changed them to IC before
set udg_SS_Move[udg_SS_iC] = PolarProjectionBJ(udg_SS_mLoc[udg_SS_iC], 50.00, udg_SS_Angle[udg_SS_iC])
call SetUnitPositionLoc( udg_SS_Missle[udg_SS_iC], udg_SS_Move[udg_SS_iC] )
So are you telling me to use 1 loop after all?
I knew thats way to fix it but I really...
Config File (Some things are not used)
-------- object editor variables --------
Set SS_Dummy = Dummy
-------- missle config --------
Set SS_MissleSize = 125.00
Set SS_MissleAoE =...
I am using projectile skillshot system I found on this forum but I am having a problem when theres multiple projectiles at once.
-Spell 1 has speed of 50
-Spell 2 has speed of 10
If spell 1 is still in air and spell 2 is casted, then spell 2 gains speed values of spell 1.
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Turn Gives bounty On for (Picked player)
Player units give bounty gold, Neutral Hostiles give bounty gold in World Editor test map too, but when I host the map, they dont give bounty anymore...
Unit - A unit Dies
Or - Any (Conditions) are true
(Owner of (Dying unit)) Equal to Player 11 (Dark Green)
(Owner of (Dying unit)) Equal to Player 12 (Brown)
I have a trigger which triggers whenever unit dies, I made condition
(Unit-type of (Dying unit)) Not equal to Dummy
But it still triggers...
Any fix for this?
(Killing player is always detected as player red, even if dummys owner was blue etc)
Time - Every 1.00 seconds of game time
Unit Group - Pick every unit in (Units of type Monster Nest) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Special Rexxar - Battle Roar
I am playtesting only 1 map, WorldEditTestMap.w3x in my folder is just some 20kb map.
Tbh I just gave up and 'repaired' my lost progress, it was super annoying to repeat all things I made before but whats done is done.
I renamed test map name in preferences to 'MAP COPY' and its still nowhere to...
If you could I would be thankful, only way I could do it is by indexing but I also have an idea to spawn dummy, set its base damage to lvlofability+Agi of caster do periodic event every 1 sec and order dummy to attack every unit in group, am I overcomplicating this too much?