X[i] & Y[i] are the distance the unit is supposed to be moved on either axis.
The testX & testY are to make sure the unit doesn't fly out of the area.
function VMoveUnit takes unit u returns nothing
local integer i = GetUnitUserData(u)
local real testX = GetUnitX(u)+X[i]
local...
The following is an example of the problem I'm having:
function Example_Function takes group g returns nothing
local group g2
call DisplayTextToForce(GetPlayersAll(),"Trigger Activated")
call GroupAddGroup(g,g2)
call DisplayTextToForce(GetPlayersAll(),"Group Added")
endfunction
This function...
This is what I call the following functions with:
Special Effect - Create a special effect attached to the AttachPoint of TempUnit using SFXString[TempInteger]
Set SFX = (Last created special effect)
Custom script: call SFX(udg_TempUnit,udg_SFX)
^^In GUI, this part works perfectly^^
In a...
Ideas; Ninja FFA Hybrid Map
The map genre is hard to describe in a single line, so I will elaborate here.
Classic Mode:
Each player will control a single hero, and will be unaffiliated with any other player or computer. There will be 2 computer controlled teams sending waves of units at...
I'm working on a hero right now and I need to be able to remove his attack temporarily, but without using ethereal or a unit-swap.
I'm wondering if this is possible, and if so, how?
I've been trying to get this to work for about 2 days, it's a complicated trigger and is glitching despite all my efforts.
My Intent
I'm trying to make an ability that, when casted, will do the following.
First cast Unit Target: This will add the targeted unit to a unitgroup of units affected...
Most of the trigger is in GUI, so I've decided to post it here instead of the JASS sub-forum.
I'm trying to make an easily applied Knock-back/Movement trigger for my own use but it is not working properly.
The following is the only JASS function I have created for this trigger:
function...
I'm making a series of useful JASS scripts for me to call to save time, I wrote these after staying awake for many hours, so I'd appreciate somebody looking over them.
1) Determines how many enemies there are within X range
function CountGroup takes nothing returns nothing
set...
I'm creating a mana-transfer system for my new game, but I'm not sure how to get it to work properly. I'm using a struct that will be able to send and receive 2 transfers, but I'm not sure how to apply the mana function to each rune, since they're structs with a unit variable inside them, rather...
I'm creating a stealth type system, which will check a 'Detection' value, and a 'Stealth' value for every unit on the map, I'm creating this so that I can increase sight range significantly, but still retain the element of surprise. I also think it's better than the Boolean Invisible/Detected...
The following trigger causes WC3 to close with no fatal error screen or any from of error message, I would greatly appreciate assistance.
This is the Initialization Code:
Generic Unit Takes Damage Init
Events
Unit - A unit enters (Playable map area)
Conditions
Actions...
Seeing as I know nothing about JASS except for removing leaks, I'd like to know if there is a way to create a destructible type based on an entered chat substring. This is for my RP map. I.E. You type in 'dood ATtr' (Raw Code) and it spawns you an Ashenvale Tree. Any confirmation of the...
This trigger doesn't work, I'm not concerned about any leaks or efficiency problems, it has to WORK first.
Any help will be appreciated.
Shuriken Hit
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set AllShuriken = (Units of type Shuriken)...
I'm attempting to make a spell that launches spells one after another quickly towards an enemy, but I can't get it to work.
I based the ability off of Channel, I then made a trigger that created a dummy unit, added an ability to it, and ordered it to cast the ability, wait .5 seconds, and cast...
I'm creating a unique AoS style map, and I need somebody to make one of my abilities MUI, since I'm finding it very difficult to learn JASS (read: not enough time). Here is the basic code:
Jumping
Events
Unit - A unit Is issued an order targeting a point
Conditions...
I'm wondering why when I look at triggers you guys make, you always use a variable to define units within range of something, why couldn't you just use the pick all units within range action?
I'm trying to make an item that uses the Orb of Slow % to cast an ability, and have it work for a channeling spell (Life Drain), and I can't get it to work. I set the % to 100%, but it won't activate at all.