As we are all mostly aware, spells/abilities cast by AI units all have to meet certain demands/conditions in order for it to be used. For example, 'War Stomp' requires at least 3 enemy units in its vicinity, 'Shadow Strike' only gets to be cast when a unit meets a certain health amount...
Just like the topic, to make you see the big picture, a chopper will take that hero unit to safe zone which guarantee the owner a win while players outside who did not make it within time limit will get defeat screen.
I think using hero unit as condition will be easier since there might be...
Hello there everybody! Thanks for checking in :)
I have been working on a map inspired by survival minecraft with alot of randomness, i want to be able to "chop a tree" and get wood, this part i have down pretty well, so the interesting part here is the fact that i cant for the love of god...
Hi everyone, I'm trying to create a condition that checks whether a spell being cast is in the undead category or night elf category in the editor and to create different floating text depending on which race it is. I could not find any such conditions when playing around in the editor.
Like the title says, i need to create check condition that would look after the lazy workers who stand doing nothing, and send them back to harvesting wood.
I tried hundreds of ways already for many hours none stop and there is always two type of results
1: They do nothing, or they just stop on...
Hey folks, I'm trying hard to make a condition/trigger for detecting if ability defense (same as human footman) is active.
I just cant make it work, my goal is to give a building the ability "defense" and if "defense" is active then do (loop of event), when is desactivated then (stop loop).
I'm trying to create a quest where you have to get a certain amount of wood and then "bring" it to someone, so I want the quest to be completed once you enter a region and have the certain amount of wood, but I can't figure out how to create a condition that checks the amount of wood you have...
Hey Hive, I'm having problems with one of my units being affected by disease cloud. I have a trigger that whenever that unit is hit it spawns four dummy units which deal damage to nearby enemy units.
I've tried putting any of these four as conditions:
Damage Source is a Plagued Unit (Bolean...
I have a little question. I created something like this:
Unit X - dies
Unit Y changes ownership to Neutral Hostile
Unit Y replaces with Unit Z using Maximum HP and Mana
I want to make condition that Unit Y must be alive, but I don't know how. Could you help?
Hello, i got a problem with my trigger and i cant solve it ( i didnt find the solution )
My WE is in french ( so its half english and french eh )
Visionneuse images - Noelshack - http://image.noelshack.com/fichiers/2017/23/7/1497199280-trigger-marche-pas.png
it's the one who dont work...
Heya, so I'm trying to make something happen after Evasion takes place. I tried a unit starts the effect of an ability etc. and I can't get actions to work with the condition: ability being cast equal to evasion.
It doesn't seem to work like any normal active ability.
Hi people, Can someone help me with a trigger for my altered melee map that could make the winners players "victorious" and the losers "defeated"?
following the next condition:
-Defeated if living units = 0
-Win if all enemy team is defeated (obviously).
Thanks in advance..
PS 1: Could be...
Target = Integer to determine which enemy is selected
TargetMax = Max of Target
IfAttack/Skill/ItemTime = Just un-necessary booleans
EnemyIsEmpty = If enemy slot is empty
EnemyIsDead = Its what it is
Trigger Battle ActionsUpdateTarget = Contains variables that set TargetedEnemy to Target...
I'm using Bribe's Damage Engine (DE) to create On-hit Ability (Flak Cannon), i also create my own custom Auto-attack for Multishot Ability purpose, the problem is i only want Flak Cannon work it that damage is from Multishot Projectiles. So i'm using DamageEventType to archive that, but i don't...
I'm working on a map and amongst other things I want to make trade routs in the sense that there is a merchant that patrols the map and when he passes nearby a player's market building that particular player earns gold.
I've been trying to make this happen with a response event to...