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Okay I get it.enemies can attack..misha too...
i cant control her movement but i can cast her active spell if i want
yet she can cast spells on her own too..
This question is the matter of MPI (Multiplayer Instanceability, analogous to MUI)but is this possible if 6 players have this misha spell?
This is pretty simple, and it works. Here you go
http://www.mediafire.com/?mh8i7a6pvuj38m7
If you want him to have special abilities give him neutral hostile bash/critical strike abilities and you can add special effects under:
Art - Special
or
Art - Target (select a cool model)
set Art - Target Attachment Point to "chest"
set Art - Target Attachments to one
you need to chose a big effect, otherwise it wont show.
And some advice to you, I suggest you start working on the simpler components of your map before moving up to this. Once you understand basic trigger systems doing something like this is possible for even someone new, like me, to figure out.
SummonGUI

Events


Unit - A unit Spawns a summoned unit

Conditions

Actions


Custom script: set udg_ID = GetHandleId(GetTriggerUnit())


Hashtable - Save Handle Of(Summoning unit) as 0 of ID in Hash


Trigger - Turn on Loop <gen>


Unit Group - Add (Triggering unit) to Group
Loop

Events


Time - Every 3.00 seconds of game time

Conditions

Actions


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



Loop - Actions




Set Misha = (Picked unit)




Custom script: set udg_ID = GetHandleId(GetEnumUnit())




Set Hero = (Load 0 of ID in Hash)




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





If - Conditions






(Hero is alive) Equal to True






(Misha is alive) Equal to True





Then - Actions






Custom script: set udg_Order = OrderId2String(GetUnitCurrentOrder(udg_Hero))






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







If - Conditions








Or - Any (Conditions) are true









Conditions










(Order(Order)) Equal to (Order(move))










(Order(Order)) Equal to (Order(stop))










(Order(Order)) Equal to (Order(<Empty String>))







Then - Actions








Custom script: call IssueTargetOrder(udg_Misha, "follow", udg_Hero)







Else - Actions








Custom script: call IssuePointOrder(udg_Misha, "attack", GetUnitX(udg_Hero), GetUnitY(udg_Hero))





Else - Actions






Unit Group - Remove Misha from Group






Hashtable - Clear all child hashtables of child ID in Hash






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







If - Conditions








(NCD_Grp is empty) Equal to True







Then - Actions








Trigger - Turn off (This trigger)







Else - Actions
//Put this code in your map header
//Make the necessary variables >>> Hash = Hashtable and initialize it
function SetupVariables takes nothing returns nothing
set udg_Hash = InitHashtable()
endfunction
function FollowLoop takes nothing returns nothing
local timer t = GetExpiredTimer()
local integer tID = GetHandleId(t)
local unit u = LoadUnitHandle(udg_Hash, tID, 1)
local unit ai = LoadUnitHandle(udg_Hash, tID, 2)
local string o
if GetWidgetLife(u) > 0.405 and GetWidgetLife(u) > 0.405 then
set o = OrderId2String(GetUnitCurrentOrder(u))
if o=="move" or o=="stop" or o==null then
call IssueTargetOrder(ai, "follow", u)
else
call IssuePointOrder(ai, "attack", GetUnitX(u), GetUnitY(u))
endif
else
call PauseTimer(t)
call DestroyTimer(t)
call FlushChildHashtable(udg_Hash, tID)
endif
set t = null
endfunction
function FollowUserHero takes unit u, unit ai, player p returns nothing
local timer t = CreateTimer()
local integer tID = GetHandleId(t)
call SaveUnitHandle(udg_Hash, tID, 1, u)
call SaveUnitHandle(udg_Hash, tID, 2, ai)
call TimerStart(t, 3.0, true, function FollowLoop)
set t = null
endfunction
that pet system is out of date and 1.21 version..i cant see it in wc3(thanks though)
and miles ur giving me a melee map ...
i realy need this a.s.a.p i have not much time with W.E..aww
I'm sure it's (Summoned unit) because (Triggering unit) refers to the summoner whilst we should refer to Summoned unit (in this case, it's Misha)
Unit Group - Add (Triggering unit) to Group
I'm sure it's (Summoned unit) because (Triggering unit) refers to the summoner whilst we should refer to Summoned unit (in this case, it's Misha)
@miles i opened it in WE and im 100% sure that there is no misha trigger...just default melee
EDIT: can someone help me cr8 a test map for it?
EDIT: can someone help me cr8 a test map for it?
Call Back

Events


Player - Player 1 (Red) types a chat message containing back as A substring

Conditions

Actions


Set Point = (Position of Sylvanas Windrunner 0032 <gen>)


Set UnitGroup = (Units owned by Player 12 (Brown) of type Misha)


Unit Group - Pick every unit in UnitGroup and do (Unit - Order (Picked unit) to Move To Point)


Trigger - Run Misha Follow <gen> (ignoring conditions)


Custom script: call RemoveLocation(udg_Point)


Custom script: call DestroyGroup(udg_UnitGroup)
Your map is single player or multiplayer?
If you are using miles's system, then i suggest this:
Call Back
Events
Player - Player 1 (Red) types a chat message containing back as A substring
Conditions
Actions
Set Point = (Position of Sylvanas Windrunner 0032 <gen>)
Set UnitGroup = (Units owned by Player 12 (Brown) of type Misha)
Unit Group - Pick every unit in UnitGroup and do (Unit - Order (Picked unit) to Move To Point)
Trigger - Run Misha Follow <gen> (ignoring conditions)
Custom script: call RemoveLocation(udg_Point)
Custom script: call DestroyGroup(udg_UnitGroup)
