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    posted a message on ['kind of showcase] ZeShmoutt's golem

    More like Tiny from Dota. Nice work mate. ^^

    Posted in: Artist Tavern
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    posted a message on Ability cooldown in a timer

    @Softcloner: Go

    Use Catalog Field Value get, IF the Timer uses Real that would be pretty easy to get.

    Posted in: Triggers
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    posted a message on Rotating Orbs via a Buff (Almost Solved)

    Thanks for the Replies it looks like I will be waiting till I could get to 1.5 for the Meantime, Enjoy my Mini Invoker with its Orbs rotating without Spells yet. It will be Version Patch 50th for my Mod. While using Version 2.0 soonish.

    type -Ft for Force Tempest

    also there will be a slight update later.

    Hero Concept:

    Orb Attack (Uses the Orb like a Baneling)

    Frost Nova (Slow)

    Flame Soul

    So heres the Map for Enjoyment.

    Posted in: Data
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    posted a message on Rotating Orbs via a Buff (Almost Solved)

    Nvm found a Thread about Orbs and Rotation. Its actually a Download Thread and its Almost Solved. Can somebody tell me what Im missing? The Orbs aint rotating.

    Posted in: Data
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    posted a message on Rotating Orbs via a Buff (Almost Solved)

    How do you make a Rotating Actor via a Buff which is pretty easy in anyones case but I dont know where to start and that I was referring to the events+ stuff. Anyways how do you create a Rotating ShapeOrb Actor? Revolving within unit Range, and maybe moving it towards a Target Unit via an Attack if possible.

    Posted in: Data
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    posted a message on Player Respawning

    @bigredalpha: Go

    That sometimes depends on your Triggers. it Bugs up

    Posted in: Triggers
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    posted a message on Immobilized Items

    I just created an Effect to Instant Ability which follows the Hero whereever he goes and will be using your Suggestion thanks.

    But how do you create a Search Effect which targets a Hidden Fountain Structure?

    Posted in: Data
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    posted a message on Player Respawning

    Death Time set to 1000 currently stores the Dead Unit visually invisible without Disappearing while UnitRevive (lv_) triggers the respawning of the Stored Unit and it can also be used for mobs and Buytime functionality 100 times better than Valerian02

    Posted in: Triggers
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    posted a message on Player Respawning

    Death Time set to 1000 currently stores the Dead Unit visually invisible without Disappearing while UnitRevive (lv_) triggers the respawning of the Stored Unit and it can also be used for mobs and Buytime functionality 100 times better than Valerian02

    Posted in: Triggers
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    posted a message on Player Respawning

    Death Time set to 1000 currently stores the Dead Unit visually invisible without Disappearing while UnitRevive (lv_) triggers the respawning of the Stored Unit and it can also be used for mobs and Buytime functionality 100 times better than Valerian02

    Posted in: Triggers
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    posted a message on Player Respawning

    Or use a Custom Script UnitRevive (lv_); with Death Time 1000

    Posted in: Triggers
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    posted a message on Devour Bile Ability

    New Hero to be released Vesmin - A scarab bound for Venom.

    btw everytime my Buff initiates and damages it doesnt give a Kill Credit to the Carrier (Vesmin)? How come? Or am I doing it wrong with the Ability.

    Its actually a Devour Ability which consumes the Target for 15seconds and Kills it with Poison within his Sac, But it doesnt let the Caster acquire the kill Credit. Any help thanks :)

    Posted in: Data
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    posted a message on Immobilized Items

    Now how do you create an Enumerate Area that checks if Player Hero is around? I'm trying to create a Courier System for Community use :)

    Posted in: Data
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    posted a message on Immobilized Items

    Nvm Fixed it via Cargo Size = 1

    Posted in: Data
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    posted a message on Immobilized Items

    A quick question, How do you make it Mobile for my Transport Ability :)

    Posted in: Data
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