very interesting! this question will get your barin thinking
ok so here is the plan! i have 2 reigons. i need a spell that can only be casted in deep water. and the other on land. the spells will instantly teleport the hero from one region to the other. but the key part is that the regions are both the same size and where ever the hero is on one region he will be in the same area on the other reigion!
Simply move the hero half the map's size in the X axis. You can tell if he's in the first half by if his X position is negative. See, no regions needed at all, and just one simple trigger.
so how would i make that trigger to move the unit using the axes of the game? and how do i attach them to a spell? and i still need to learn to make a spell that can only be casted onto or in Deep Water.
so how would i make that trigger to move the unit using the axes of the game? and how do i attach them to a spell? and i still need to learn to make a spell that can only be casted onto or in Deep Water.
I'm assuming you've divided the map into two equal sections, and want to make a spell to move between the two. You do "Event- generic unit casts a spell, and it's 'Dive', move CastingUnit to position (castingUnit's position + X=(half your map's size), Y=0; remove 'Dive'; give 'Surface'" Same for Surface. Else, if it's not half the map, move the unit to The other region's center, offset by "It's Y minus the region it's in Y". Or maybe the negative of that. And the same for X.
sorry about the double post. on a friends comp that is slow and so if i click it twice i get 2 posts
but that makes since and that saves me from have a huge reigon all over the half the map. and so izzy how did you know that i wanted the spells for that reason. oh well water wars-suibmerged is what i am try to make a game similar. the game lacked a few elements to make it compete with dota.
but how do i limit the spell to only be cast in deep water? and how do i limit the underwater effect to just half the map?
I reckon you could discover if it's deep water by the condition: AND: [Boolean- floatability is off = false] and [boolead- walkability is off = true]. That'd only work in deep water. Make the trigger only run when this condition is true. You could even refund the mana, if the spell costs mana.