Yep it's on the Set effect.
I have tried to spam the hell out of it and done whatever I can to bug it but so far it's working like a charm.
Currently it only bounces three times so maybe when i get more bounces something will happen.
That time that sorrow ;)
The behaviour is just a Buff that last for 0.1 sec and the validator checks the unit for that buff so it wont jump to the same target. And the buff has an Initial effect for the next Search effect.
Remember to create a validator for each Buff and to add all the validators to each jump so you have:
Ability target: no validation (First Buff will be applied here)
First Jump: Validate Buff 1
Second Jump: Validate Buff 1 and Buff 2
Third Jump: Validate Buff 1, Buff 2 and Buff 3
And that's it!
I'm not sure if it's really necessary, but it works for me so I'm sticking with it ;)
I hope that made any sense ^^
@ShadowThanatos: Go
Everything seems to work now.
The only problem I have is that it can jump back to the previous target.
I tried your suggestion but i couldn't seem to get it to work.
Got the bounce to work. The reason why it didn't work was because the unit died.
I have although in my Set, the Behaviour first and then the Damage, but it still doesn't work :(
Oh can you upload that example please?
I've been trying to recreate what MasterDinadan have explained, but I can't seem to make it bounce, so I'm hoping for an example ^_^
I've been playing around with Reviving for countless hours now and the only way so far i have figured out is to make a new Abillity with the type "Revive" and then add it to a structure where you can then click it if your unit dies.
I would like to be able to revive a hero using triggers, but there's no action for it.
Allthough there is a native for it:
nativevoidUnitRevive(unitinUnit);
The function doesn't seem to work as i've tryed to use it as a Custom Script, but no luck.
I guess it's a bug and it will be fixed soon (hopefully).
I have looked everywhere for that in triggers, but the closest i could get to anything about reviving is and event called Unit Is Revived.
So my conclusion is that it has to be done somehow using abillities. I could be wrong though ;)
I've been trying for hours to revive a hero i have created.
I have found an abillity called CAbilRevive and i have tryed to create a new abillity based upon that, but no luck so far getting it to work with my hero.
0
The editor is getting better and better for every day that passes :D
I have basically quitted WoW because this tool is so much fun to use.
I simply love it!
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Yep it's on the Set effect.
I have tried to spam the hell out of it and done whatever I can to bug it but so far it's working like a charm.
Currently it only bounces three times so maybe when i get more bounces something will happen.
That time that sorrow ;)
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The behaviour is just a Buff that last for 0.1 sec and the validator checks the unit for that buff so it wont jump to the same target. And the buff has an Initial effect for the next Search effect.
0
Finally got it to work!
I just added a Validator to the Set effect.
The validator is a "Unit Compare Behaviour Count"
And here is the settings:
Remember to create a validator for each Buff and to add all the validators to each jump so you have:
Ability target: no validation (First Buff will be applied here)
First Jump: Validate Buff 1
Second Jump: Validate Buff 1 and Buff 2
Third Jump: Validate Buff 1, Buff 2 and Buff 3
And that's it!
I'm not sure if it's really necessary, but it works for me so I'm sticking with it ;)
I hope that made any sense ^^
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@ShadowThanatos: Go Everything seems to work now.
The only problem I have is that it can jump back to the previous target.
I tried your suggestion but i couldn't seem to get it to work.
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Great job! I fell over this one:
Kill Resource:
The amount of selected resource the player gets when killing the unit.
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Got the bounce to work. The reason why it didn't work was because the unit died.
I have although in my Set, the Behaviour first and then the Damage, but it still doesn't work :(
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Oh can you upload that example please?
I've been trying to recreate what MasterDinadan have explained, but I can't seem to make it bounce, so I'm hoping for an example ^_^
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Sounds great thanks :)
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MasterDinadan, do you think you could be so kind to upload your working version?
Would appreciate it a lot.
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I've been playing around with Reviving for countless hours now and the only way so far i have figured out is to make a new Abillity with the type "Revive" and then add it to a structure where you can then click it if your unit dies.
I would like to be able to revive a hero using triggers, but there's no action for it.
Allthough there is a native for it:
The function doesn't seem to work as i've tryed to use it as a Custom Script, but no luck.
I guess it's a bug and it will be fixed soon (hopefully).
0
Depending on how you are ordering your unit to move you could use:
When i do this the unit moves from point to point without doing anything else.
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Im trying to call UnitRevive (gv_test); every time a unit dies
gv_test is a unit variable with my unit in it.
unit gv_test;
void InitGlobals () {
gv_test = UnitFromId(1);
}
doesn't seem to work though.
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I have looked everywhere for that in triggers, but the closest i could get to anything about reviving is and event called Unit Is Revived. So my conclusion is that it has to be done somehow using abillities. I could be wrong though ;)
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Hi!
I've been trying for hours to revive a hero i have created. I have found an abillity called CAbilRevive and i have tryed to create a new abillity based upon that, but no luck so far getting it to work with my hero.
I hope anyone can help me here.
Cheers