- Joined
- Aug 18, 2006
- Messages
- 1,193
well, did you set the conditions to make the trigger pick only enemy units?
first of all, that trigger leaks 1 PointHow I make the tigger?
my is this:
- Atribute demage
- Events
- unit start efect of an abilyty
- Conditios
- ability begin cast equal to Attack
- Actions
- Set TempReal = (real agility of Razier(spectre) <gen>)
- Unity Group - Pick every unit in (units with 150 of (Position of Raziel(Spectre) 0013 <gen>) maching (((Picked unit) belongs enemy of player 9 (gray)) Equal to (true)) and do action (Unit - cause Raziel(Spectre) 0013 <gen> to demage (picked unit) dealing (TempReal) demage of attack type (hero) and demage type (normal)
waths is wrong?
hey im REALLY noobie at map making and im trying to make a passive ability that reduces damage and slows attackers.
can you help me??
either post here or prefered email me at [email protected]
please help, and any other map making advise would be very helpful!
Can i ask something? How can i make the blink-strike abilty blinked exactly behind the enemy?
I've managed creating a night passive ability but there is a problem, the dummy ability apears to and I don't know where to find the Visible option to untick it so it will not appear. Can anyone help?
Here's a trick I found without the usage of the complicated trigger. You just make a puppet unit at an undisclosed location where you give the unit control for 1 second when the hero casts the spell and have that unit perform item illusion on the hero.
Someone can help me?
if - "A unit Starts the effect of an Ability", the cooldown of that ability wont move...
and if - "A unit finishes casting an Ability" - sometime the effect wont happen....
please help me!
does anyone know how to make a spell where at night the hero gets increased AS and damage and movement speed and it also changes his model?
Hey i tried to make an ability simmilar to Pudge's " Rot " from DotA and here is how i made it before you told me the great ideea about making the buffs diffrent on each level :
This is how i turned it on .
- Stygian Aura On
- Events
- Unit - A unit Is issued an order with no target
- Conditions
- (Issued order) Equal to (Order(immolation))
- Actions
- Set StygianCaster = (Ordered unit)
- Set StygianActivate = True
This is how i turned if off .
- Stygian Aura Off
- Events
- Unit - A unit Is issued an order with no target
- Conditions
- (Issued order) Equal to (Order(unimmolation))
- Actions
- Set StygianCaster = No unit
- Set StygianActivate = False
- Custom script: call RemoveLocation(udg_StygianPosition)
And this is the actual spell wich has 3 levels cause its an ulti .Not very good right ? I also tried splitting it into 3 diffrent triggers wich would turn off when you learn another level of the spell ( if you learn Stygian Aura level 2 then the trigger 4 the level 1 would be turned off ) . Well tell me what you think .........
- Stygian Aura l3lackKnight
- Events
- Time - Every 1.00 seconds of game time
- Conditions
- StygianActivate Equal to True
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Level of |cffffcc00S|rtygian Aura for (Triggering unit)) Equal to 1
- Then - Actions
- Set StygianDamage = (((Life of StygianCaster) / 100.00) x 5.00)
- Unit - Set life of StygianCaster to ((Life of StygianCaster) - StygianDamage)
- Set StygianPosition = (Position of StygianCaster)
- Unit Group - Pick every unit in (Units within 600.00 of StygianPosition matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of and do (Actions)
- Loop - Actions
- Custom script: local texttag StygianDamageText
- Custom script: local effect StygianDamageEffect
- Special Effect - Create a special effect attached to the chest of (Picked unit) using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
- Custom script: set StygianDamageEffect = GetLastCreatedEffectBJ()
- Unit - Cause StygianCaster to damage (Picked unit), dealing StygianDamage damage of attack type Spells and damage type Normal
- Floating Text - Create floating text that reads (String((Integer(StygianDamage)))) above (Picked unit) with Z offset 10.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
- Custom script: set StygianDamageText = GetLastCreatedTextTag()
- Custom script: call SetTextTagVelocityBJ( StygianDamageText, 64, 90 )
- Custom script: call SetTextTagPermanentBJ( StygianDamageText, false )
- Custom script: call SetTextTagLifespanBJ( StygianDamageText, 1.00 )
- Wait 1.00 seconds
- Custom script: call DestroyEffect(StygianDamageEffect)
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Level of |cffffcc00S|rtygian Aura for (Triggering unit)) Equal to 2
- Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
- Do nothing
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Level of |cffffcc00S|rtygian Aura for (Triggering unit)) Equal to 2
- Then - Actions
- Set StygianDamage = (((Life of StygianCaster) / 100.00) x 10.00)
- Unit - Set life of StygianCaster to ((Life of StygianCaster) - StygianDamage)
- Set StygianPosition = (Position of StygianCaster)
- Unit Group - Pick every unit in (Units within 600.00 of StygianPosition matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of and do (Actions)
- Loop - Actions
- Custom script: local texttag StygianDamageText
- Custom script: local effect StygianDamageEffect
- Special Effect - Create a special effect attached to the chest of (Picked unit) using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
- Custom script: set StygianDamageEffect = GetLastCreatedEffectBJ()
- Unit - Cause StygianCaster to damage (Picked unit), dealing StygianDamage damage of attack type Spells and damage type Normal
- Floating Text - Create floating text that reads (String((Integer(StygianDamage)))) above (Picked unit) with Z offset 10.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
- Custom script: set StygianDamageText = GetLastCreatedTextTag()
- Custom script: call SetTextTagVelocityBJ( StygianDamageText, 64, 90 )
- Custom script: call SetTextTagPermanentBJ( StygianDamageText, false )
- Custom script: call SetTextTagLifespanBJ( StygianDamageText, 1.00 )
- Wait 1.00 seconds
- Custom script: call DestroyEffect(StygianDamageEffect)
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Level of |cffffcc00S|rtygian Aura for (Triggering unit)) Equal to 3
- Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
- Do nothing
- Custom script: call RemoveLocation(udg_StygianPosition)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Level of |cffffcc00S|rtygian Aura for (Triggering unit)) Equal to 3
- Then - Actions
- Set StygianDamage = (((Life of StygianCaster) / 100.00) x 15.00)
- Unit - Set life of StygianCaster to ((Life of StygianCaster) - StygianDamage)
- Set StygianPosition = (Position of StygianCaster)
- Unit Group - Pick every unit in (Units within 600.00 of StygianPosition matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of and do (Actions)
- Loop - Actions
- Custom script: local texttag StygianDamageText
- Custom script: local effect StygianDamageEffect
- Special Effect - Create a special effect attached to the chest of (Picked unit) using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
- Custom script: set StygianDamageEffect = GetLastCreatedEffectBJ()
- Unit - Cause StygianCaster to damage (Picked unit), dealing StygianDamage damage of attack type Spells and damage type Normal
- Floating Text - Create floating text that reads (String((Integer(StygianDamage)))) above (Picked unit) with Z offset 10.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
- Custom script: set StygianDamageText = GetLastCreatedTextTag()
- Custom script: call SetTextTagVelocityBJ( StygianDamageText, 64, 90 )
- Custom script: call SetTextTagPermanentBJ( StygianDamageText, false )
- Custom script: call SetTextTagLifespanBJ( StygianDamageText, 1.00 )
- Wait 1.00 seconds
- Custom script: call DestroyEffect(StygianDamageEffect)
- Else - Actions
- Do nothing