Try using the DefaultMissile mover. Is this a clone of the hydra? The original hydra has range weapon with a minimum range and a melee weapon with the same maximum range. Try removing the melee weapon and give the ranged weapon a 0.0 minimum range.
It seems when using this script, the unit that is revived starts as invulnerable, and regains 100% life after 5 seconds. Is this correct?
This is a problem because im making a sort of a hero arena where you revive at a random location on the map. This means i have to pause the unit for 5 seconds before releasing it back to the fight. This gives the opponenets an advantage, as they can aim they're AoEstuns or whatever and fire them as soon as the hero comes back into play. :/
EDIT: Nevermind, i can just move the hero AFTER this effect has worn out and then make it vulnerable again.
Remake a totally new weapon with the tutorial D1000 gave you, following each of the steps, and you wont have a problem anymore. There are no known bugs, i figure you've done something wrong.
Well if the only thing you've done is the terrain then there's a problem, because the terrain is what gets messed up when switching. I'm sorry, but i don't have a solution to your problem.
Instead of using the ability actor, i used the unit actor.
Behavior.mybehavior.On: Modelswap-Queen
Behavoir.mybehavior.Off: Modelswap-Roach (my original model was the roach, so now it switches back to the original model)
I have one question about this however. Does my Behavior.Off event cause my model to constantly swap to Roach while the behavior is off or does it only trigger once when the behavior turns off? Ty!
EDIT1: Ouch, just came across a major flaw with this. When i use this spell, the queen model walk a few steps, and then just start gliding (making movement in frozen stand animation) until i start a new move command or an attack command. In addition, when ive used this spell several times on the same map-try, the roach model wont even start its walk animation, but glides all the time.
I want to make a metamorphosis spell as an ulti for a hero in my map. By metamorphosis i mean the metamorphosis spell from wc3.
The spell should alter stats, like giving more damage, hp, and magic immunity. In addition, it should change the model and increase its size. All this should only be for a duration, when that duration ends, it should all go back to normal.
Atm I pretty much know how to change the stats and everything, and i am somewhat familiar to actors. But i do not know how to completely swap models for a duration.
Help would be highly appreciated! <3
EDIT1: I found an actor action called ModelSwap, is this what i need to use?
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I am making a 2,2,2,2,2 slot map aswell so id love this info.
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Try using the DefaultMissile mover. Is this a clone of the hydra? The original hydra has range weapon with a minimum range and a melee weapon with the same maximum range. Try removing the melee weapon and give the ranged weapon a 0.0 minimum range.
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Actually cloning weapons dont work that well. Clone the unit and then give the cloned unit the original weapon.
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It seems when using this script, the unit that is revived starts as invulnerable, and regains 100% life after 5 seconds. Is this correct?
This is a problem because im making a sort of a hero arena where you revive at a random location on the map. This means i have to pause the unit for 5 seconds before releasing it back to the fight. This gives the opponenets an advantage, as they can aim they're AoEstuns or whatever and fire them as soon as the hero comes back into play. :/
EDIT: Nevermind, i can just move the hero AFTER this effect has worn out and then make it vulnerable again.
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@anachronism: Go
Oh, i didnt know there were a custom script as an action. Thought you'd had to make your own function. Ty! :)
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Remake a totally new weapon with the tutorial D1000 gave you, following each of the steps, and you wont have a problem anymore. There are no known bugs, i figure you've done something wrong.
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Well if the only thing you've done is the terrain then there's a problem, because the terrain is what gets messed up when switching. I'm sorry, but i don't have a solution to your problem.
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This thread does not belong on "Map Development"
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Post your trigger so i can see what is wrong with it.
You also need to give a description of what your winning condition is supposed to be, kinda hard to help you if i dont know the problem.
Also, when using different "modes", make all winning triggers initially off and enable the one that fits with the mode.
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It's hard to help you with the little description you've given.
Exactly what is causing the lag? I don't see alot of structures stand animation causing any lag.
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Action - Issue order - order unit to move from x(region) to y(region)
Action - Issue order - order unit to unload units
(create regions on the terrain by switching from unitlayer(default) to regionlayer
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in the editor
File -> Dependecies -> enable liberty campaign mod
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I do not know how to use custom code properly, is there any way to revive a hero by built in actions (in the trigger editor)?
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Okay i think i've solved it!
Instead of using the ability actor, i used the unit actor.
Behavior.mybehavior.On: Modelswap-Queen
Behavoir.mybehavior.Off: Modelswap-Roach (my original model was the roach, so now it switches back to the original model)
I have one question about this however. Does my Behavior.Off event cause my model to constantly swap to Roach while the behavior is off or does it only trigger once when the behavior turns off? Ty!
EDIT1: Ouch, just came across a major flaw with this. When i use this spell, the queen model walk a few steps, and then just start gliding (making movement in frozen stand animation) until i start a new move command or an attack command. In addition, when ive used this spell several times on the same map-try, the roach model wont even start its walk animation, but glides all the time.
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I want to make a metamorphosis spell as an ulti for a hero in my map. By metamorphosis i mean the metamorphosis spell from wc3.
The spell should alter stats, like giving more damage, hp, and magic immunity. In addition, it should change the model and increase its size. All this should only be for a duration, when that duration ends, it should all go back to normal.
Atm I pretty much know how to change the stats and everything, and i am somewhat familiar to actors. But i do not know how to completely swap models for a duration.
Help would be highly appreciated! <3
EDIT1: I found an actor action called ModelSwap, is this what i need to use?