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Melee Initialization

Events


Map initialization

Conditions

Actions


Trigger - Run Set Unit Type Skins <gen> (checking conditions)
Set Unit Type Skins

Events

Conditions

Actions


Unit - Create 1 Footman for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees


Unit - Hide (Last created unit)


Set VariableSet PseudoFootmanUnit = (Last created unit)


Unit - Create 1 Knight for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees


Unit - Hide (Last created unit)


Set VariableSet PseudoKnightUnit = (Last created unit)


Unit - Create 1 Dragonhawk Rider for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees


Unit - Hide (Last created unit)


Set VariableSet PseudoDragonhawkUnit = (Last created unit)
Set Desired Unit Skin

Events


Time - Elapsed game time is 1.00 seconds

Conditions

Actions


Unit - Set Unit Skin of Peasant 0001 <gen> to (Skin ID of PseudoFootmanUnit)


Game - Display to (All players) the text: (String((Skin ID of Peasant 0001 <gen>)))


Unit - Remove PseudoFootmanUnit from the game (OPTIONAL)


Wait 1.00 seconds


Unit - Set Unit Skin of Peasant 0001 <gen> to (Skin ID of PseudoKnightUnit)


Game - Display to (All players) the text: (String((Skin ID of Peasant 0001 <gen>)))


Unit - Remove PseudoKnightUnit from the game (OPTIONAL)


Wait 1.00 seconds


Unit - Set Unit Skin of Peasant 0001 <gen> to (Skin ID of PseudoDragonhawkUnit)


Game - Display to (All players) the text: (String((Skin ID of Peasant 0001 <gen>)))


Unit - Remove PseudoDragonhawkUnit from the game (OPTIONAL)


Wait 1.00 seconds


Trigger - Run (This trigger) (checking conditions)
Set Variable SkinUnit = Your unit that you want to change
Custom script: call BlzSetUnitSkin(udg_SkinUnit, 'Hamg')
Set Unit Variable

Events

Conditions

Actions


Set VariableSet SkinUnit = Peasant 0001 <gen>
Set Desired Unit Skin

Events


Time - Elapsed game time is 1.00 seconds

Conditions

Actions


Custom script: Custom script: call BlzSetUnitSkin(udg_SkinUnit, 'hfoo')


Game - Display to (All players) the text: (String((Skin ID of SkinUnit)))


Wait 1.00 seconds


Custom script: Custom script: call BlzSetUnitSkin(udg_SkinUnit, 'hkni')


Game - Display to (All players) the text: (String((Skin ID of SkinUnit)))


Wait 1.00 seconds


Custom script: Custom script: call BlzSetUnitSkin(udg_SkinUnit, 'hdhw')


Game - Display to (All players) the text: (String((Skin ID of SkinUnit)))


Wait 1.00 seconds


Custom script: Custom script: call BlzSetUnitSkin(udg_SkinUnit, 'H000:Hpal')


Game - Display to (All players) the text: (String((Skin ID of SkinUnit)))


Wait 1.00 seconds


Trigger - Run (This trigger) (checking conditions)
Looks like there's no event setting the variable. Is that missing in the trigger or just the copied trigger text?Set VariableSet SkinUnit = Peasant 0001 <gen>
It's the same as above:Looks like there's no event setting the variable. Is that missing in the trigger or just the copied trigger text?
Melee Initialization

Events


Map initialization

Conditions

Actions


Trigger - Run Set Unit Type Skins <gen> (checking conditions)
Worked for me (attached). 1.35?It's the same as above:
Melee Initialization
Events
Map initialization
Conditions
Actions
Trigger - Run Set Unit Type Skins <gen> (checking conditions)
If it has anything to do with the shadow size, maybe these could help:When using BlzSetUnitSkin() the units shadow is initially removed. At least in classic. The shadow is returned after a unit is killed and revived or after being morphed back and forth from another unit/model (for example being hexed) which reduces its usefulness. I havnt found a non-intrusive way to restore the shadow.
Tried converting the unit types to strings and then to integers. I did not find a way to convert unit types to integers directly since skins are integers.FYI: You can make a unit-type GUI-variable and use it instead of the unit-raw-codes if you'd like. Makes it slightly more GUI
tig

Events

Conditions

Actions


Custom script: set udg_int1 = 1


Set unittype = Peasant


Custom script: set udg_int1 = udg_unittype
Ah, I see, although you are still using custom script?This trigger works on 1.31 at least, as unittypes are just integers in disguise, nothing else.
I tried these but not too surprisingly when it comes to some of these new functions they did nothing.If it has anything to do with the shadow size, maybe these could help:
Or maybe this does the trick:
Restore Shadow 1

Events


Player - Player 1 (Red) skips a cinematic sequence

Conditions

Actions


Custom script: call BlzSetUnitSkin(gg_unit_hfoo_0001, 'hkni')


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Footman 0001 <gen> is in Shadow_Group.) Equal to False



Then - Actions




Custom script: call BlzPauseUnitEx(gg_unit_hfoo_0001, true)




Unit Group - Add Footman 0001 <gen> to Shadow_Group



Else - Actions


Unit - Order Dummy 0004 <gen> to Orc Shadow Hunter - Hex Footman 0001 <gen>


Countdown Timer - Start Shadow_Timer as a One-shot timer that will expire in 0.01 seconds
Restore Shadow 2

Events


Time - Shadow_Timer expires

Conditions

Actions


Unit Group - Pick every unit in Shadow_Group and do (Actions)



Loop - Actions




Unit - Remove Hex buff from (Picked unit)




Custom script: call BlzPauseUnitEx(GetEnumUnit(), false)




Unit Group - Remove (Picked unit) from Shadow_Group.
