B
BlizzScripts
Guest
i meant , ideas. im current making usefull ones but some are hard to a beginner to use. but ok u can update it in first page
Actions~
Unit - Create 1 (Dummy) at (Position of (casting unit)) facing default building degrees
Unit - Order (Last created unit) to (right-click) to (Position of (Target unit of ability being cast)
Wait untill (Last created unit) is in (Position of (Target unit of ability being cast) with size 200,200 checking every .5 seconds
Unit - Explode (Last created unit)
Set Dummy [Player number of (owner of (casting unit)) = last created unit
-Unit - Create 1 (Dummy) at (Position of (casting unit)) facing default building degrees
-Set Dummy [Player number of (owner of (casting unit)) = last created unit
-Unit - Order (Last created unit) to (right-click) to (Position of (Target unit of ability being cast)
-Wait untill (Last created unit) is in (Position of (Target unit of ability being cast) with size 200,200 checking every .5 seconds
-Unit - Explode (Dummy [Player Number of (Owner of (Casting Unit)))
Rad said:Bump again.. Ok Ill answer, How about making 'last created unit' and 'last created unit group' locals so that you can use them for dummy units but use a wait and remove them? That way you can do something like...
Code:Actions~ Unit - Create 1 (Dummy) at (Position of (casting unit)) facing default building degrees Unit - Order (Last created unit) to (right-click) to (Position of (Target unit of ability being cast) Wait untill (Last created unit) is in (Position of (Target unit of ability being cast) with size 200,200 checking every .5 seconds Unit - Explode (Last created unit)
Now, correct me if im wrong, last created unit is updated whenever ANY unit is created, therefore if you spawn a footman it will explode and the dummy would remain. Not that Im really using this trigger I just wrote it off the top of my head, but there should be a local version of it.
DotA-Crime, can you take this one?Move <unit> to <position> over <time>
Would save helps when creating drags spell and such.
I don't think so...I would also like something that hides a unit for a player, or all players but one. Don't know if thats possible though.
Im sure of it too.The third thing would be to detect the unit that is 'entered/come in range of' in 'Unit in Range' actions. I'm sure that isn't possible either.
And this is, guess what, not possible.Ohhh... I just remember I discovered an annoying thing with your create local variables trigger. You can't set it in the GUI. It's really starting to annoy me.
Adv. Multiboard
Pause Timer:
Change Color Timer:
Disable Death: ( dont know if need )
-
Unit - Disable Team Attack for all Players
Switch: trying to steal it (switch) from C++ but its harder beacuse only the GUI is something hide couldnot find a way to open a loop or even thoguh a if then. but im getting something
(switch takes a varible and creat case 1.. case2.. case3..
-GO TO :P just messing with you guys, i tried but its kinda hard to loop ervysingle call :P
and more that is more advanced that im working but i dont wanna say beaucse it might be impossible and im hitting my head against it every day :P
Why an array???by the way persen i used udg_gc[] game cache array and use VT2VT(varibletype returns varibletype) to store info. but if u would like to change be free to ;P
Yes that is pretty much impossible to avoid today, but what I mean is not using 'Handle Varaibles' wich uses H2I each time you want attach something, rather go for vexorians 'Table' functions that is more like normal gamecache usage togheter with a single H2I for each function/set of functions.DotA-Crime said:and yes return bug is used :nuts: .
function Cache2mb takes multiboard mb returns gamecache
return mb
return null
endfunction
function Cache2trigger takes trigger t returns gamecache
return t
return null
endfunction
function Cache2string takes string s returns gamecache
return s
return null
endfunction
function Cache2integer takes integer i returns gamecache
return i
return null
endfunction
function str2cache takes gamecache gc returns string
return gc
return ""
endfunction
function Int2cache takes gamecache gc returns integer
return gc
return 0
endfunction
function mb2cache takes gamecache gc returns multiboard
return gc
return null
endfunction
function Colors takes nothing returns nothing
//[1 to 12] = standard colors
//[1] = RED
set udg_gc[1] = Cache2string("|CFFFF0000")
//[2] = Blue
set udg_gc[2] = Cache2string("|CFF0000FF")
//[3] = Teal
set udg_gc[3] = Cache2string("|CFF18E7BD")
//[4] = Purple
set udg_gc[4] = Cache2string("|CFF520084")
//[5] = Yellow
set udg_gc[5] = Cache2string("|CFFFFFF00")
//[6] = Orange
set udg_gc[6] = Cache2string("|CFFFF8A08")
//[7] = Green
set udg_gc[7] = Cache2string("|CFF18BE00")
//[8] = Pink
set udg_gc[8] = Cache2string("|CFFE759AD")
//[9] = Gray
set udg_gc[9] = Cache2string("|CFF949694")
//[10] = Light Blue
set udg_gc[10] = Cache2string("|CFF7BBEF7")
//[11] = Dark Green
set udg_gc[11] = Cache2string("|CFF086142")
//[12] = Brown
set udg_gc[12] = Cache2string("|CFF4A2800")
//For Player Colum
set udg_gc[13] = Cache2string("|CFF529CD6")
//Timer
set udg_gc[14] = Cache2string("|cff8c6239")
endfunction