hello, I'm a very good assembly/c programmer looking to work with galaxy to, and with someone that knows how to model units and make new custom models and etc..
if you wanna try to make a map with me send me a PM. I will enjoy to work with ya.
Thanks hope you read that.
I'm been trying to make a periodic damage inside a timer function like this:
globals
constant attacktype AT = ATTACK_TYPE_NORMAL;
constant damagetype DT = DAMAGE_TYPE_NORMAL;
constant weapontype WT = WEAPON_TYPE_WHOKNOWS;
private unit u
private group grp...
Why 2d arrays are that bad? they are like 1d array compiled, and using GroupEnumUnitsInRange() makes a lot harder to code the spell, but I will try , Thanks a lot.
Whenever I use this coded spell twice it doesnt deal damage, but however if I remove the line: DestroyGroup(grp);
It works normaly, how bad are group leaks? and anyone knows how to fix it? (sorry for zinc coding I just cant with vjass)
// CHANGE ANIMATION SCALING VALUE
//! zinc
library...
Can you be more clear, the StopTimer function , it just stop a timer, but how should I make a function to stop timers if a unit die without using TriggerRegisterAnyUnitEvent?
How can I stop a timer if a unit dies, I have tried by making another periodic timer but seens to not work very well, thanks for helping.
If you need exemple of what I'm trying to do , let me know!
How do I make something like:
somefunc takes unit u, unit attacker, real dmg returns nothing
UnitDamageTarget( u, attacker, real , true, true, AT, DT, WT)
endfunction
public otherfunc takes unit u, unit attacker, real dmg returns nothing
timer t=NewTimer()
TimerStart(t, TIME, false...
still lagging with
function Trig_Dot_Conditions takes nothing returns boolean
return GetUnitAbilityLevel(GetAttacker(),'B000')>0
endfunction
function Trig_Dot_Actions takes nothing returns nothing
local unit attacker=GetAttacker()
local unit attacked=GetTriggerUnit()...
normal acid bomb , does this system http://www.thehelper.net/forums/showthread.php/133873-DummyCaster is good ? maybe is the system causing lag? and whenever a unit with that buff attack the dummy is suposed to use acid bomb, when there is like 5 units with the acid bomb buff it lags a lot...
I'm using dummycaster system , so I dont realy have to remove the unit , but thanks it helped. + rep.
edit : I made some tests and removed the condition and preloaded the ability but it still lags a lot , anyone have an idea? thanks.
I want to cast a dummy spell whenever I attacked when I have a buff , can anyone help? its lagging a lot.
I belive its the condition on if/then/else, should I make a function or a variable for this condition?.
idk how to post with jass code window if anyone can help.
Thanks for the help.
here...
I'm having trouble connecting to other people on my Pokemon White Union Room (WI-FI), I can connect perfectly to the internet but when I try to connect to other people it just says "Name Failed To Respond" I'm getting the error 86420. I have followed all the instructions on the Nintendo website...
The longer its lasts the more reduces its frames per seconds, the effects are the same on the begging as is on the end.
Jaina Ult Arcane
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
-------- Frost --------
Set JainaLoc123 =...
When using the trigger the spell lags the game for a few seconds, what the spell is supposed to do is grant 33% of the hero's agility per charge, up to a maximum of 3 charges. It lags on the first use and then works fine after.
Maiev Passive Active
Events
Unit - A unit Starts the...