Hi guys,
I've partnered with a few people to begin development on a new mobile application we'll call 'MobileX.' MobileX is meant to run on the iPhone and thus the Apple OS X written in C++. We've researched and discussed several architectural designs and have finally decided upon which...
When is it needed to add requires to your library?
I'm using it just to keep track of which libraries I'm referencing, but if I were to remove the "requires" labels it would still compile properly.
I read a few of the resources and tutorials and eventually came up with this:
method CollectResource takes integer itemId returns item
local item anItem = CreateItem(itemId, 0, 0)
local integer index
local item indexItem...
function FloatTextOnUnit takes string text, unit u, integer r, integer g, integer b returns nothing
local texttag t = CreateTextTag()
local real textHeight = 0.023
local real velocity = 0.044375
local real xvelocity = velocity * Cos(90 * bj_DEGTORAD)...
I wrote this a long time ago.. figured it was worth posting. If you have comments, questions, or suggestions post below. Thanks!
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//~~ Colors ~~ By Tyrulan ~~ Version 1.1.0 ~~
//
// The following code should be...
-=Culminating Project for Data Management=-
-=[Survey]=-
The Purpose:
First of all, I want you to understand that this is all for a final in my data management course. For this I need to do the following:
design and carry out a culminating investigation that requires the integration and...
Got a timer loop on periodic (0.1), but every 1 seconds I want to play a sound effect. I have a running total of the timer to add up to 15 seconds but my question is, how can I tell if the total is an integer?
I was thinking maybe modular division...
EDIT: Solved.
I need an ability with no built-in effects (like banish) and no DoT or EoT like (Faerie Fire), as these will throw my "Unit is Attacked" event.
Thanks in advance.
I do not want to use EVENT_PLAYER_UNIT_ATTACKED because (obv) it doesn't factor in attack speed, back swing and missile speed.
How can I detect when a unit takes damage? (Generic)
I want to be able to turn off an ability for let's say 10 seconds. The cooldown will be one second. This is because my spell may last longer or shorter each time it is used and I don't want multiple uses at the same time. Any ideas?
Thought of maybe having a dummy unit cast silence, but I've...
Been experimenting with periodic timers and came up with this simple function.
My problem is as follows: When calling TimerStart (timer, real, boolean, code handlerFunc) it is expecting a function. While within structures I am only using methods. Is there a simple solution for this?
If I have a base struct (seperate trigger), say myBase, inherited by a trigger with a struct say, myTrigger, when calling myTrigger.destroy() will it call the destroy in myBase?
If you need to see the code then... fine.
Here's the code:
call SetUnitAnimation( caster, "attack" )
call AddSpecialEffectTargetUnitBJ( "hand, left", caster, "war3mapImported\\Final Rod.mdx" )
set fD.casterRod = GetLastCreatedEffectBJ()
It is contained within the create of my struct.
In the onDestroy()...