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Hero chaos ? Ý bạn là nói cái gì ?
Tức là dành cho hero đánh xa khi mình tạo hero đánh xa thì cleaving attack không thể sử dụng được
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Hero chaos ? Ý bạn là nói cái gì ?
. Chỉ cần đánh dử dử, cứ A rồi S là đánh 1 phát nó dồn cả đống damage, sở dĩ vì mỗi lần mình dử dử là nó lại tạo thêm 1 Event, mà khi đánh 1 đống Event đấy sẽ xảy ra cùng lúc > bùm. Cái thứ hai nữa là cast spell cũng lan đc. Ngoài cách tớ nói ra kô có cách nào nữa đâu.@lonewolf: Cách đánh lan kiểu đó kô có đc đâu, bug ghê lắm đấy. Chỉ cần đánh dử dử, cứ A rồi S là đánh 1 phát nó dồn cả đống damage, sở dĩ vì mỗi lần mình dử dử là nó lại tạo thêm 1 Event, mà khi đánh 1 đống Event đấy sẽ xảy ra cùng lúc > bùm. Cái thứ hai nữa là cast spell cũng lan đc. Ngoài cách tớ nói ra kô có cách nào nữa đâu.
[Yami];18096427 nói:Thường lỗi này hay xuất hiện với các Script mà có sử dụng Get Local Player. (nếu không phải do mạng hoặc 2 player không cùng phiên bản war thì thường do cái này)
Còn thì bạn không nói rõ nó ra sao thì cũng chịu![]()
... Get Local Player gì hk có Script nào cả ... mạng cũng bt mà 2 player cùng 1.24e luôn mà ... sao kì wá !Setup
Events
Map initialization
Conditions
Actions
Set AttributeNumber[1] = 6
Set AttributeNumber[2] = 6
Set AttributeNumber[3] = 6
Set AttributeNumber[4] = 6
Custom script: call DestroyTrigger( GetTriggeringTrigger() )
function Attribute_Action takes player u returns nothing
local integer numberp = GetConvertedPlayerId(u)
local integer a
local integer b
local integer c
if ( udg_AttributeHero[numberp] == null ) or ( IsUnitAliveBJ(udg_AttributeHero[numberp]) == false ) then
return
endif
call SelectUnitForPlayerSingle( udg_AttributeHero[numberp], ConvertedPlayer(numberp) )
if ( GetItemTypeId(UnitItemInSlotBJ(udg_AttributeHero[numberp], 1)) != 'I027' ) then
call DisplayTextToForce( bj_FORCE_PLAYER[numberp], ( " Hit ESC again to back to your Hero's Inventory" + " !" ) )
// ////////////////////////////////
set a = ( 6 * numberp )
set b = a + 5
set c = 1
loop
exitwhen a > b
set udg_AttributeItem[a] = null
set udg_AttributeItem[a] = UnitItemInSlotBJ(udg_AttributeHero[numberp], c)
call UnitRemoveItemFromSlotSwapped( c, udg_AttributeHero[numberp] )
call SetItemVisibleBJ( false, GetLastRemovedItem() )
set a = a + 1
set c = c + 1
endloop
call UnitAddItemByIdSwapped( 'I027', udg_AttributeHero[numberp] )
call SetItemCharges( GetLastCreatedItem(), udg_AttributeNumber[numberp] )
call UnitAddItemByIdSwapped( 'I027', udg_AttributeHero[numberp] )
call UnitAddItemByIdSwapped( 'I025', udg_AttributeHero[numberp] )
call SetItemCharges( GetLastCreatedItem(), udg_AttributeNumber[numberp] )
call UnitAddItemByIdSwapped( 'I025', udg_AttributeHero[numberp] )
call UnitAddItemByIdSwapped( 'I026', udg_AttributeHero[numberp] )
call SetItemCharges( GetLastCreatedItem(), udg_AttributeNumber[numberp] )
// ////////////////////////////////
call UnitRemoveItemFromSlotSwapped( 2, udg_AttributeHero[numberp] )
call RemoveItem( GetLastRemovedItem() )
call UnitRemoveItemFromSlotSwapped( 4, udg_AttributeHero[numberp] )
call RemoveItem( GetLastRemovedItem() )
// ////////////////////////////////
else
set a = 1
loop
exitwhen a > 6
call UnitRemoveItemFromSlotSwapped( a, udg_AttributeHero[numberp] )
call RemoveItem( GetLastRemovedItem() )
set a = a + 1
endloop
set a = ( 6 * numberp )
set b = a + 5
loop
exitwhen a > b
if ( udg_AttributeItem[a] == null ) then
call UnitAddItemByIdSwapped( 'azhr', udg_AttributeHero[numberp] )
else
call SetItemVisibleBJ( true, udg_AttributeItem[a] )
call UnitAddItemSwapped( udg_AttributeItem[a], udg_AttributeHero[numberp] )
endif
set a = a + 1
endloop
set a = 1
loop
exitwhen a > 6
if ( GetItemTypeId(UnitItemInSlotBJ(udg_AttributeHero[numberp], a)) == 'azhr' ) then
call UnitRemoveItemFromSlotSwapped( a, udg_AttributeHero[numberp] )
call RemoveItem( GetLastRemovedItem() )
endif
set a = a + 1
endloop
endif
endfunction
function Trig_Attribute_Player_Get_Event_Actions takes nothing returns nothing
call Attribute_Action( GetTriggerPlayer() )
endfunction
//===========================================================================
function InitTrig_Attribute_Player_Get_Event takes nothing returns nothing
set gg_trg_Attribute_Player_Get_Event = CreateTrigger( )
call TriggerRegisterPlayerEventEndCinematic( gg_trg_Attribute_Player_Get_Event, Player(0) )
call TriggerRegisterPlayerEventEndCinematic( gg_trg_Attribute_Player_Get_Event, Player(1) )
call TriggerRegisterPlayerEventEndCinematic( gg_trg_Attribute_Player_Get_Event, Player(2) )
call TriggerRegisterPlayerEventEndCinematic( gg_trg_Attribute_Player_Get_Event, Player(3) )
call TriggerRegisterPlayerEventEndCinematic( gg_trg_Attribute_Player_Get_Event, Player(4) )
call TriggerRegisterPlayerEventEndCinematic( gg_trg_Attribute_Player_Get_Event, Player(5) )
call TriggerRegisterPlayerEventEndCinematic( gg_trg_Attribute_Player_Get_Event, Player(6) )
call TriggerRegisterPlayerEventEndCinematic( gg_trg_Attribute_Player_Get_Event, Player(7) )
call TriggerRegisterPlayerEventEndCinematic( gg_trg_Attribute_Player_Get_Event, Player(8) )
call TriggerRegisterPlayerEventEndCinematic( gg_trg_Attribute_Player_Get_Event, Player(9) )
call TriggerRegisterPlayerEventEndCinematic( gg_trg_Attribute_Player_Get_Event, Player(10) )
call TriggerAddAction( gg_trg_Attribute_Player_Get_Event, function Trig_Attribute_Player_Get_Event_Actions )
endfunction
function Trig_Attribute_Hero_Level_Up_Actions takes nothing returns nothing
local unit u = GetLevelingUnit()
local integer numberp = GetConvertedPlayerId(GetOwningPlayer(u))
set udg_AttributeNumber[numberp] = ( udg_AttributeNumber[numberp] + 4 )
if ( GetItemTypeId(UnitItemInSlotBJ(u, 1)) == 'I027' ) then
call SetItemCharges( UnitItemInSlotBJ(udg_AttributeHero[numberp], 1), udg_AttributeNumber[numberp] )
call SetItemCharges( UnitItemInSlotBJ(udg_AttributeHero[numberp], 3), udg_AttributeNumber[numberp] )
call SetItemCharges( UnitItemInSlotBJ(udg_AttributeHero[numberp], 5), udg_AttributeNumber[numberp] )
endif
set u = null
endfunction
//===========================================================================
function InitTrig_Attribute_Hero_Level_Up takes nothing returns nothing
set gg_trg_Attribute_Hero_Level_Up = CreateTrigger( )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Hero_Level_Up, Player(0), EVENT_PLAYER_HERO_LEVEL )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Hero_Level_Up, Player(1), EVENT_PLAYER_HERO_LEVEL )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Hero_Level_Up, Player(2), EVENT_PLAYER_HERO_LEVEL )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Hero_Level_Up, Player(3), EVENT_PLAYER_HERO_LEVEL )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Hero_Level_Up, Player(4), EVENT_PLAYER_HERO_LEVEL )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Hero_Level_Up, Player(5), EVENT_PLAYER_HERO_LEVEL )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Hero_Level_Up, Player(6), EVENT_PLAYER_HERO_LEVEL )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Hero_Level_Up, Player(7), EVENT_PLAYER_HERO_LEVEL )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Hero_Level_Up, Player(8), EVENT_PLAYER_HERO_LEVEL )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Hero_Level_Up, Player(9), EVENT_PLAYER_HERO_LEVEL )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Hero_Level_Up, Player(10), EVENT_PLAYER_HERO_LEVEL )
call TriggerAddAction( gg_trg_Attribute_Hero_Level_Up, function Trig_Attribute_Hero_Level_Up_Actions )
endfunction
function Trig_Attribute_Acquire_More_Item_Conditions takes nothing returns boolean
if ( not ( GetItemTypeId(UnitItemInSlotBJ(GetManipulatingUnit(), 1)) == 'I027' ) ) then
return false
endif
if ( not ( GetItemTypeId(UnitItemInSlotBJ(GetManipulatingUnit(), 3)) == 'I025' ) ) then
return false
endif
if ( not ( GetItemTypeId(UnitItemInSlotBJ(GetManipulatingUnit(), 5)) == 'I026' ) ) then
return false
endif
if ( not ( GetItemTypeId(GetManipulatedItem()) != 'I027' ) ) then
return false
endif
if ( not ( GetItemTypeId(GetManipulatedItem()) != 'I025' ) ) then
return false
endif
if ( not ( GetItemTypeId(GetManipulatedItem()) != 'I026' ) ) then
return false
endif
return true
endfunction
function Trig_Attribute_Acquire_More_Item_Actions takes nothing returns nothing
local unit u = GetManipulatingUnit()
local item it = GetManipulatedItem()
local integer numberp = GetConvertedPlayerId(GetOwningPlayer(u))
local location point = GetItemLoc(it)
call UnitRemoveItemSwapped( it, udg_AttributeHero[numberp] )
call SetItemPositionLoc(it,point)
call RemoveLocation(point)
set point = null
set u = null
set it = null
endfunction
//===========================================================================
function InitTrig_Attribute_Acquire_More_Item takes nothing returns nothing
set gg_trg_Attribute_Acquire_More_Item = CreateTrigger( )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Acquire_More_Item, Player(0), EVENT_PLAYER_UNIT_PICKUP_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Acquire_More_Item, Player(1), EVENT_PLAYER_UNIT_PICKUP_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Acquire_More_Item, Player(2), EVENT_PLAYER_UNIT_PICKUP_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Acquire_More_Item, Player(3), EVENT_PLAYER_UNIT_PICKUP_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Acquire_More_Item, Player(4), EVENT_PLAYER_UNIT_PICKUP_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Acquire_More_Item, Player(5), EVENT_PLAYER_UNIT_PICKUP_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Acquire_More_Item, Player(6), EVENT_PLAYER_UNIT_PICKUP_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Acquire_More_Item, Player(7), EVENT_PLAYER_UNIT_PICKUP_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Acquire_More_Item, Player(8), EVENT_PLAYER_UNIT_PICKUP_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Acquire_More_Item, Player(9), EVENT_PLAYER_UNIT_PICKUP_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Acquire_More_Item, Player(10), EVENT_PLAYER_UNIT_PICKUP_ITEM )
call TriggerAddCondition( gg_trg_Attribute_Acquire_More_Item, Condition( function Trig_Attribute_Acquire_More_Item_Conditions ) )
call TriggerAddAction( gg_trg_Attribute_Acquire_More_Item, function Trig_Attribute_Acquire_More_Item_Actions )
endfunction
function Trig_Attribute_Str_Conditions takes nothing returns boolean
if ( not ( GetItemTypeId(GetManipulatedItem()) == 'I027' ) ) then
return false
endif
return true
endfunction
function Trig_Attribute_Str_Actions takes nothing returns nothing
local unit u = GetManipulatingUnit()
local integer a
local integer numberp = GetConvertedPlayerId(GetOwningPlayer(u))
if ( udg_AttributeNumber[numberp] > 0 ) then
set udg_AttributeNumber[numberp] = ( udg_AttributeNumber[numberp] - 1 )
call ModifyHeroStat( bj_HEROSTAT_STR, udg_AttributeHero[numberp], bj_MODIFYMETHOD_ADD, 1 )
set a = 1
loop
exitwhen a > 5
call SetItemCharges( UnitItemInSlotBJ(udg_AttributeHero[numberp], a), udg_AttributeNumber[numberp] )
set a = a + 1
endloop
endif
set u = null
endfunction
//===========================================================================
function InitTrig_Attribute_Str takes nothing returns nothing
set gg_trg_Attribute_Str = CreateTrigger( )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Str, Player(0), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Str, Player(1), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Str, Player(2), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Str, Player(3), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Str, Player(4), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Str, Player(5), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Str, Player(6), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Str, Player(7), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Str, Player(8), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Str, Player(9), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Str, Player(10), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerAddCondition( gg_trg_Attribute_Str, Condition( function Trig_Attribute_Str_Conditions ) )
call TriggerAddAction( gg_trg_Attribute_Str, function Trig_Attribute_Str_Actions )
endfunction
function Trig_Attribute_Agi_Conditions takes nothing returns boolean
if ( not ( GetItemTypeId(GetManipulatedItem()) == 'I025' ) ) then
return false
endif
return true
endfunction
function Trig_Attribute_Agi_Actions takes nothing returns nothing
local unit u = GetManipulatingUnit()
local integer a
local integer numberp = GetConvertedPlayerId(GetOwningPlayer(u))
if ( udg_AttributeNumber[numberp] > 0 ) then
set udg_AttributeNumber[numberp] = ( udg_AttributeNumber[numberp] - 1 )
call ModifyHeroStat( bj_HEROSTAT_AGI, udg_AttributeHero[numberp], bj_MODIFYMETHOD_ADD, 1 )
set a = 1
loop
exitwhen a > 5
call SetItemCharges( UnitItemInSlotBJ(udg_AttributeHero[numberp], a), udg_AttributeNumber[numberp] )
set a = a + 1
endloop
endif
set u = null
endfunction
//===========================================================================
function InitTrig_Attribute_Agi takes nothing returns nothing
set gg_trg_Attribute_Agi = CreateTrigger( )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Agi, Player(0), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Agi, Player(1), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Agi, Player(2), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Agi, Player(3), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Agi, Player(4), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Agi, Player(5), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Agi, Player(6), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Agi, Player(7), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Agi, Player(8), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Agi, Player(9), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Agi, Player(10), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerAddCondition( gg_trg_Attribute_Agi, Condition( function Trig_Attribute_Agi_Conditions ) )
call TriggerAddAction( gg_trg_Attribute_Agi, function Trig_Attribute_Agi_Actions )
endfunction
function Trig_Attribute_Int_Conditions takes nothing returns boolean
if ( not ( GetItemTypeId(GetManipulatedItem()) == 'I026' ) ) then
return false
endif
return true
endfunction
function Trig_Attribute_Int_Actions takes nothing returns nothing
local unit u = GetManipulatingUnit()
local integer a
local integer numberp = GetConvertedPlayerId(GetOwningPlayer(u))
if ( udg_AttributeNumber[numberp] > 0 ) then
set udg_AttributeNumber[numberp] = ( udg_AttributeNumber[numberp] - 1 )
call ModifyHeroStat( bj_HEROSTAT_INT, udg_AttributeHero[numberp], bj_MODIFYMETHOD_ADD, 1 )
set a = 1
loop
exitwhen a > 5
call SetItemCharges( UnitItemInSlotBJ(udg_AttributeHero[numberp], a), udg_AttributeNumber[numberp] )
set a = a + 1
endloop
endif
set u = null
endfunction
//===========================================================================
function InitTrig_Attribute_Int takes nothing returns nothing
set gg_trg_Attribute_Int = CreateTrigger( )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Int, Player(0), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Int, Player(1), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Int, Player(2), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Int, Player(3), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Int, Player(4), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Int, Player(5), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Int, Player(6), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Int, Player(7), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Int, Player(8), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Int, Player(9), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Attribute_Int, Player(10), EVENT_PLAYER_UNIT_USE_ITEM )
call TriggerAddCondition( gg_trg_Attribute_Int, Condition( function Trig_Attribute_Int_Conditions ) )
call TriggerAddAction( gg_trg_Attribute_Int, function Trig_Attribute_Int_Actions )
endfunction
có ai có các model nhân vật hay skill trong Thiên Long Bát Bộ cho mình xin tks nhìu
đơn giản nhất mà tốn công nhấtMã:Events Unit - A unit Acquires an item Conditions ((Triggering unit) has (Item carried by (Triggering unit) of type Blood Key)) Equal to True ((Triggering unit) has (Item carried by (Triggering unit) of type Ghost Key)) Equal to True Actions Item - Remove (Item carried by (Triggering unit) of type Blood Key) Item - Remove (Item carried by (Triggering unit) of type Ghost Key) Hero - Create Magic Key Chain and give it to (Triggering unit)![]()
(Gà Về trigger Mò mãi không ra
)Trời ạ nguyên cái trigger đây luôn còn phải xin demo bó tayBản có thể đưa mình 1 cái map có cái trigger này được không(Gà Về trigger Mò mãi không ra
)
Dùng Integer comparisonMình muốn làm 1 trigger AI như thế này :
Khi mà Player Control by Computer đi vào ReSpawn Region thì nó sẽ đi đến Spawn 1 Region , ở đây sẽ check là, nếu mà đánh hết quái thì sẽ đi tiếp đến Spawn 2 Region.
Bạn nào giúp mình cái này cái, mình làm Com nó move đến region được nhưng ko biết check "quái" như thế nào ?
Cảm ơn trước nhá ^^

TLBB và War3 là 2 game khác nhau. Nếu muốn tạo 1 map giống TLBB thì bạn nên tìm hiểu khá nhiều và tự tạo skill gần giống.có ai có các model nhân vật hay skill trong Thiên Long Bát Bộ cho mình xin tks nhìu
Bạn vào Scenario > Player Properties và thêm player hay team vào.làm sao khi tạo map xong cùng người khác choi được vậy, e làm map xong chi choi được khi vào Single Player>Custom Game thui
Mình chỉ đơn giản trả lời theo đúng như cách mà người hỏi đặt ra, vậy mà thôi. Nếu bạn thấy khó chịu thì chí ít bạn nên xem lại cách mình hỏi thế nào mà nhận được câu trả lời như vậy, vậy nhé. Còn đây là trigger của Counter Helix theo trong dota.xin lỗi lonewolf nhưng trigger ko deal dam
và làm ơn bạn hướng dẫn 1 cách lịch sự hơn![]()
Counter Helix
Events
Unit - A unit Is attacked
Conditions
((Triggering unit) has buff Counter Helix ) Equal to True
(Random integer number between 1 and 100) Less than or equal to 17
Actions
Trigger - Turn off (This trigger)
Set CH_Loc = (Position of (Triggering unit))
Set CH_Group = (Units within 275.00 of CH_Loc matching ((((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True) and ((((Matching unit) is A structure) Not equal to True) and (((Matching unit) is alive) Equal to True))))
Custom script: call RemoveLocation(udg_CH_Loc)
Animation - Play (Triggering unit)'s spin animation
Unit Group - Pick every unit in CH_Group and do (Actions)
Loop - Actions
Unit - Cause (Triggering unit) to damage (Picked unit), dealing (((Real((Level of Scorth Earth for (Triggering unit)))) x 25.00) + 75.00) damage of attack type Hero and damage type Normal
Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
Special Effect - Destroy (Last created special effect)
Custom script: call DestroyGroup(udg_CH_Group)
Wait (0.75 - (0.50 x (Real((Level of Counter Helix for (Triggering unit)))))) game-time seconds
Trigger - Turn on (This trigger)
cho mình ? xí mình có một model cái ghế nhưng nó chỉ quay về phía bên trái, nếu muốn làm cho nó quay về phía bên phải hay các hướng khác thì phải làm sao ??

TeleAttack
Events
A unit Begins cáting an ability
Conditions
Ability being cast equal to brilliance aura
Actions
Set Jump_Loc[2] = Poítion of Target unit of ability being cast
Unit - move triggering unit instantly to Jump_Loc[2]
Unit - Make Triggering unit face Jump_Loc[2] over 0 seconds