| 04-30-2008, 11:52 PM | #2 |
For the stomp stuff.... You'll have to do some object editing with the dummy unit it self. I think its the cast backswing or something, I can't exactly remember the exact fields so yeah. For the first spell wouldn't it be easier just to use the Spellbook trick?... If you know what I'm talking about, then just use what you have but instead level up the auras not the spellbook. And I'm just too lazy to read the third one -Av3n |
| 05-01-2008, 12:37 AM | #3 |
nope, i made sure my dummy unit has 0 everything, no shadow, no casting swings no nothing, i remember cause i had that problem be4 and no idea about the spellbook trick |
| 05-01-2008, 01:59 AM | #4 |
| 05-01-2008, 06:17 AM | #5 |
Try removing the move ('Amov') ability from the dummy units... Dusk tried to tell me that was a useful trick, though I've never done it. |
| 05-01-2008, 06:58 PM | #6 |
the spell books helps in looking little prettier...but same problem, both the aura's effect works on allies and enemies giving 2x the bonus/negative armor EDIT!! found another HUGE problem, farther allied units get away from the hero, they get armor that keeps jumping from 2 and 6, i tried putting the abilities seperately onto 2 units, same effect edit 2 : lol i found the problem....it was...dumb of me...cause i got lazy and copy and pasted the origin one and changed the amor to negative and who it effects and they got some same areas that made them buff 2x in a row, sometimes 3x, sry for teh trouble edit 3 : pretty much fixed the aura and the leap, only problem i have left is the 3rd spell, it works fine and stuff except no idea how to check if no units left in the area to attack |
| 05-01-2008, 09:03 PM | #7 |
| 05-04-2008, 11:33 PM | #8 |
Ah thanks, I started testing all the spells and they all worked fine, but when I put them into real game play, the leap spell caused the hero to ignore pathing and started walking up cliffs and such, how to fix? |
| 05-05-2008, 12:56 AM | #9 |
Well, you turned off his pathing at some point and you have to turn it back on: Trigger: Unit - Turn collision for (<Your Unit>) On |
| 05-05-2008, 08:42 PM | #10 |
Ah! reread the spell 3x and found "Unit- Turn collision for (Casting Unit) on", fixed, i suck at proof reading =D thanks a lot again! |
