I need help figuring out how to have a unit walk to the next region instead of the default running.
Many cutscenes do this, but the "walk" animation is not listed when viewing a model in WE. There is only one walk animation for units (apart from morph units), and it is the default running.
Would it be possible in this code to make it run / stop a GUI Trigger, instead of printing text?
if (cs == true) then
call BJDebugMsg("Shit active")
call BJDebugMsg("Shit unactive")
thanks, im a jass newbie!
I have a problem in world editor. When I make a map and my units encounter enemies, enemy´s units start to run away, when they start loosing. They run away for few meters, then they turn back, got one hit and they start running again.
Do you have any idea how could I solve this...
Let's say I have two trigger: TriggerA fires every x seconds (by its own event) and runs TriggerB. TriggerB does lot's of stuff. So much stuff, that it's just impossible to fully execute all actions of Trigger B before TriggerA wants to fire again.
1. Does TriggerA just fire before all actions...
I'm making a sort of "motion blur" movement speed ability, and it almost works perfectly.
The trigger gives some movement speed abilities and such to the caster, but it also does a loop every 0.20 seconds which creates a transparent clone of the Hero.
The clone starts with 60%...
Here I have a request for spell
Unit / Ground target
The hero will become enrage and run throw path deal pure damage to enemy unit and heal amount of their maximum health.
Need to be walkabe and throw units
Not invulnerable in run
Bloody effect on enemy
Note : need it...
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...