Question. Must you add and remove that ability? Can't you just change the height straight off? Like when the dummy spell get clicked, the unit goes up then down but the players can move the unit where every they want it to be.
well, if you did, the unit could fly over cliffs and stuff all the time, and i'm sure you don't want that!
Also, theres a bug with crow form. when you cast your jump spell( only with a hero ), if you manage to cast the crow form you are given, it will replace your hero with a level 1 hero. the old hero's stats will be added on to the new hero. Therefore-PAUSE THE UNIT
Ack, I'm having a problem with this trigger. I tried it out and whenever I use the spell to make the unit jump he moves instantly to the center of the map and then does the jump. Any insight on why this could be?
Jump
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Jump
Actions
[b]Unit - Add Fly Trick to (Casting unit)
Unit - Remove Fly Trick from (Casting unit)[/b]
Unit - Turn collision for (Casting unit) Off
Unit - Order (Casting unit) to Move To (Target point of ability being cast)
Animation - Change (Triggering unit) flying height to 500.00 at 500.00
Wait 0.90 seconds
Animation - Change (Triggering unit) flying height to 0.00 at 1500.00
Wait 0.90 seconds
Unit - Turn collision for (Casting unit) On
[b]
What I don't understand is why you simply add and then remove the spell, but you don't order the unit to use the spell. Does the spell automatically "use itself" somehow when you simply add and then remove it? Also, since you set the alternate form to a gryphon rider, won't your unit turn into a gryphon mid-flight?
alternate form doesnt matter as long its a flying unit. when u add the ability it automaticaly turns into a flying unit or sumthing, i dont fully uinderstand but i dont care, it just works ^^
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