To stun units for each star hit, you need to use Unit Friendly Damage Detection System posted here before, it requires some Jass knowledge to understand it, but you don't need to, just copy paste the trigger into your map and do everything else in GUI, here, i made an example, I think this is...
I once created a cool passive healing spell, you get a chance of canceling enemy attack or spell damage and transforming it into AoE heal for the amount of damage dealt to you. You can aditionally add a cooldown to the effect so it can only occur once every X seconds ;P
1) create a dummy with a storm bolt dummy spell of Z stun duration (Z being the seconds of your desired stun) in your unit's position for each unit within X range of your unit (X being the range of your spell) and make it cast it on each unit.
2) create a dummy unit in your unit's position with...
If i have a trigger with everything inside a scope, and there's a globals block wich variables are all private: If the trigger triggers twice at the same time, will those globals overwrite each other? Or will they work like locals for that scope?
Dude great tutorial!
I have a few questions:
- So, scopes are like classes in Java, right?
- When you create a scope with an initializer, your are making that function to load in map initialization, but the other functions in the scope wont, right?
- Can you have a scope with multiple...
Whats the difference between constant functions and constant variables?
In a code, what's better? :
- having a bunch of constant globals with the parameters of my spell
or
- having a bunch of constant functions that returns the parameters of my spell
jerked away to attak move the point? if your unit is attacking an enemy, and receives an order of attack move, he will stay and keep fighting the enemy and only when it's dead he will go to the point (fighting other enemies in the way), thats what attack-move means
thanks you very much Darthfett for your explanation, u ve no idea how much it helped me. I' m gonna try vJASS now instead of just JASS, that global stuff have bottered me for so long now...
You create 3 triggers:
Gate Attack
Events
Time - Every X seconds of game time
Conditions
Actions
Unit - Order <Your Unit> to Attack <Your Gate>
X is the amount of time in wich you will remember your unit to attack the gate
Attack Attacker
Events...