firstly go to the items, and make everyone have "drop on death" , then go to the item unit itself . Put the radius of every item to 0 . Before i had them all as "ground units with collision set to flying." however there radius's were something like .5 . It worked in the last patch but not anymore. Now it HAS to be 0 radius . So 3 things you have to do.
1) make items collision field be "flying" 2) zero radius for items 3) make sure drop on death is ticked
and follow onetwo tutorial.. That should fix it.
This works (I skipped the flying part, dunno if its already set somewhere or something) but they items are visible for a fraction of a second before being hidden now... they could probably be killed during this time?
I think they will drop once you set their radius to 0 and turn drop on death on now.... but they appear for a fraction of a second before being hidden and I am not sure if they could be killed during this time.
Yeah items are being destroyed on hero death/revive for me too now. Also some button icons were changed (in addition to the new colorized ones).
Also they seem to have normalized the sizes of buttons/cleaned them up a little (noticed when displaying button iconds within tooltips). And some of my dialogs are really tiny height-wise now.
You can give the attacking unit a behavior that has a damage response+ setup. A damage response allows for effects to be handled when struck or striking, you can choose a % to proc, and require specific types of damage, weapons, etc. Or you can use triggers if you want.
There is a method to do this already released that works well. I looked around forever to figure it out only to find out the method had been released for a while. There is a library file for give exp that someone made and also a map that included it.. an AOS template I think w/ the triggers. I can't remember who made it ... I think zifoon but I'm not sure. I implemented it in my map here:
I have tried this map once, and the teams seem messed up. I was allied with someone from the opposing team and could see them, etc. Anyone else have this problem? Even Blizzard is having lobby problems...? lol
Create an ability that applies a behavior for .1 sec or whatever, or longer if you want the unit to be immune to the removed spell for X amount of time (the behavior doesn't have to do anything). Then create a 'unit compare behavior count' validator not = to 1 (maybe = to 1 I'm tired) for the newly created behavior you will be applying. Then put the validator on the spell you want to remove (not the new spell) as a remove validator.
Make sure the ability is added to the command card. Don't change the event from how it is currently. Whenever your trigger does go off add an Action of "activate ability cooldowns". Set it up so when the Leech/Slow triggers, it will also trigger the cooldown on the dummy spell (need to set the dummy spell to have a cooldown equal to the cooldown on the trigger spell). Now the only problem is that the command card ability is castable even though it does nothing. You can change it to a passive possibly, I am not sure if things need to be setup slightly differently for this as I havent used any passives with cooldown yet.
It automatically casts whenever you right click on a target? The command card ability would be set to the ability that does nothing that you made, but I'm not sure if this method will work for you any longer. It works for castable spells but I am not sure about something like this, hmm,,
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This works (I skipped the flying part, dunno if its already set somewhere or something) but they items are visible for a fraction of a second before being hidden now... they could probably be killed during this time?
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I think they will drop once you set their radius to 0 and turn drop on death on now.... but they appear for a fraction of a second before being hidden and I am not sure if they could be killed during this time.
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@urashimakt: Go
Nooo, it worked up until this patch. Now my items disappear on death
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Yeah items are being destroyed on hero death/revive for me too now. Also some button icons were changed (in addition to the new colorized ones).
Also they seem to have normalized the sizes of buttons/cleaned them up a little (noticed when displaying button iconds within tooltips). And some of my dialogs are really tiny height-wise now.
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Hope there is a fix for player position in lobbies that I looked past when reading the notes or that is undocumented.
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@SouLCarveRR: Go
NP, send me a PM if you have any trouble.
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You can give the attacking unit a behavior that has a damage response+ setup. A damage response allows for effects to be handled when struck or striking, you can choose a % to proc, and require specific types of damage, weapons, etc. Or you can use triggers if you want.
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There is a method to do this already released that works well. I looked around forever to figure it out only to find out the method had been released for a while. There is a library file for give exp that someone made and also a map that included it.. an AOS template I think w/ the triggers. I can't remember who made it ... I think zifoon but I'm not sure. I implemented it in my map here:
http://i.imgur.com/w9m1M.jpg
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I have tried this map once, and the teams seem messed up. I was allied with someone from the opposing team and could see them, etc. Anyone else have this problem? Even Blizzard is having lobby problems...? lol
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@enslavednumber: Go
You do use requirements to do that. How are your requirements setup?
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Is it possible to temporarily modify Turning Rate/Stationary Turning Rate on a unit? Behavior modifications don't seem to have these fields.
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Create an ability that applies a behavior for .1 sec or whatever, or longer if you want the unit to be immune to the removed spell for X amount of time (the behavior doesn't have to do anything). Then create a 'unit compare behavior count' validator not = to 1 (maybe = to 1 I'm tired) for the newly created behavior you will be applying. Then put the validator on the spell you want to remove (not the new spell) as a remove validator.
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Ok try this:
Make sure the ability is added to the command card. Don't change the event from how it is currently. Whenever your trigger does go off add an Action of "activate ability cooldowns". Set it up so when the Leech/Slow triggers, it will also trigger the cooldown on the dummy spell (need to set the dummy spell to have a cooldown equal to the cooldown on the trigger spell). Now the only problem is that the command card ability is castable even though it does nothing. You can change it to a passive possibly, I am not sure if things need to be setup slightly differently for this as I havent used any passives with cooldown yet.
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How do you add people?
I think I know a work around if you send it to me.
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@Bounty_98: Go
It automatically casts whenever you right click on a target? The command card ability would be set to the ability that does nothing that you made, but I'm not sure if this method will work for you any longer. It works for castable spells but I am not sure about something like this, hmm,,