There are a tutorial and a system about making MUI in GUI.
Try reading them up.
From the codes, you seem to have made it MPI,
just need some changes and it will be enough:
Change:
"(Player number of (Owner of (Casting unit)))"
to
"Custom value of (Triggering unit)"
Add a few lines of code...
My spell:
Crater to Hell (70% done) :D
MUI: No
Leakless: No
Lag: No
Special Effects: None
Lightnings: None
- Will try to make those "No" and "None" into "Yes".
- Will update soon.
I agree to that Jass is superior to GUI... there is no doubts about it.
But the comparison is: Jass to vJass.
When given a choice, pick vJass, at least its not as ugly.
For those who says "you need to learn Jass before learning vJass",
I have to disagree... although when you have...
No no..... never learn Jass, jump straight into vJass if you want all the goodies without the bad. :D
Jass is the worst language I have ever encountered.... Learning Jass is like learning how to bang your head against a wall :banghead: ;
would be fun for a while (for some people) but almost...
Try this:
Actions
Unit Group - Pick every unit in Group1 and do (Actions)
Loop - Actions
Set UnitX = (Picked unit)
Set Group2 = (Units within 500.00 of (Position of UnitX))
Unit Group - Pick every unit in Group2 and do (Actions)...
Shorter way which makes it totally MUI.
Object Editor
Make your dummy's spell have 9 levels (more if you need)
Lv1 - sleep 1s
Lv2 - sleep 2s
Lv3 - sleep 3s
etc... etc...
Trigger:
Actions
Set intergerVar = (Random integer number between 1 and 10)
If (All...
Just some things I noticed:
Your triggers:
Slide Ball - Leaks
Slide Ball Target - Leaks
Ball Timer - throw this away and use a count-down timer
Although you put in the custom script to remove leak, it is placed wrongly.
Look at "Slide Ball Target" Trigger:
You are only removing...
From the codes:
If you hero cast "Paralysing Shackles", all seems fine
If your dummy cast "Paralysing Shackles [Dummy Cast]", it is as if another hero cast "Paralysing Shackles".
Problem
That means if your hero is suppose to Shackle 2 enemy units (by creating a dummy),
the dummy would...
Wow.... I see some very very nice shots :thup:
Lucky I didn't enter, else mine would look like a 3yr old's drawing compared to the quality some contestants show here. :D
There are some pictures that looks so nice, i had a hard time picking my choice.
( I wanted to vote 3 or 4 of them ) :P...
Actually this is a very easy problem to solve:
What you need is:
- NOT the Bounce Angle (you already have it)
When dealing with vertical walls, set angle = 180 - angle
When dealing with horizontal walls, set angle = 0 - angle
- You need a way to detect cliffs or boundaries
You can try...
The problem is needlessly running too many loops:
When:
(Number of units in PSUg) Greater than 0
Trigger 14 will run:
Unit Group - Pick every unit in PSUg and do (Actions)
Loop - Actions
Unit Group - Pick every unit in PSDummyUg[TempInt3] and do (Actions)...
What you can do:
1. Make a Variable of type: Point called: Revival_Point
2. Set Revival_Point = <center of whatever region you want>
3. Change the custom Script to:
call ReviveHeroLoc(OURHERO, udg_Revival_Point, true )
@Flare
I tried to simply return a lightning but it somehow just up the required jass knowledge... My aim is to make it as simple as possible.
So I made it such that "LightCustom" would hold the lightning and it could be assigned to another variable, just like (Last created Lightning)...
What is this?
This is a little snippet for letting GUI users make 3D lightning easily
It is made as easy as possible for those without Jass Knowledge. :D
Reason:
I noticed that GUI only allows putting on lightnings on the floor.
Personally, I think it is a restriction on creativity for those...