Recent content by Anteo

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    Sci/Tech Time travel experiment demonstrates how to avoid the grandfather paradox

    So what if I ask someone to go back in time and kill my father. I mean, someone that can go to a point before I was born. He would kill him, I would dissapear, and since I don't exist then no one asked that person to kill my father then.. paradox? =P
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    Gaming Nintendo issues age warning on its 3D games

    It's been anounced that the new ds will be able to play 3D Hollywood movies so, yes it is like a movie. It also has a switch that you can use to turn off the 3d, and I think there is going to be a parental thing to block the 3d if necessary. So yeah.. it really needs a age warning if it is that...
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    Moving Behind

    Yeah.. I just noticed that after reading your post... local unit u = GetAttacker() local unit t = GetTriggerUnit()
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    Moving Behind

    Do it in GUI and then convert it to custom text? These are some functions you may use local texttag tt= CreateTextTag() call SetTextTagText(tt, "Text Here", 8 * 0.023 / 10) / call SetTextTagPos(tt, PositionX, PositionY) call...
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    Moving Behind

    local unit dummy = CreateUnit(GetOwningPlayer(u), 'u000' ,GetUnitX(t),GetUnitY(t),bj_RADTODEG*angle ) call SetUnitPathing( dummy , false ) call UnitApplyTimedLife( dummy , 'BTLF' , 1 ) call UnitAddAbility( dummy , DUMMYSPELLID ) call IssueTargetOrder( dummy ...
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    Moving Behind

    hmmm wait.. that : GetTriggerPlayer() Does that work for the EVENT_PLAYER_UNIT_ATTACKED, ?? Never tried. However the player part makes me think it does. Confirm??
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    Moving Behind

    native CreateUnit takes player id, integer unitid, real x, real y, real face returns unit real x = The X position of where you want the unit real y = The Y position of where you want the unit So if you want your unit at the position of the target unit then : local unit target =...
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    Moving Behind

    This line is wrong : call CreateUnit( GetTriggerPlayer(), 'u000' , Cos(angle) , Sin(angle) , 128 ) native CreateUnit takes player id, integer unitid, real x, real y, real face returns unit Cos(angle) and Sin(angle) will return a number between -1 and 1 iirc. So your unit will be...
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    Nova Spell not working

    So that's why...
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    Nova Spell not working

    I think I know why it isn't working. function Trig_Water_Nova_Filter takes nothing returns boolean return IsPlayerEnemy( GetOwningPlayer( GetTriggerUnit() ), GetOwningPlayer( GetFilterUnit() ) ) and GetWidgetLife( GetFilterUnit() ) > 0.405 and not IsUnitType( GetFilterUnit()...
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    Nova Spell not working

    Maybe he is a Mac user?? On Topic : That line call BJDebugMsg( R2S(rDamageAmount) ) Do you get the debug msg in game?
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    Nova Spell not working

    For your PolarProjectionBJ problem. Try this. function MyFunc takes nothing returns nothing local location originLoc = //Get your original Location here local location loc = PolarProjectionBJ(originLoc, dist, angle)//Get the new Location call SetUnitPositionLoc(Unit, loc) //Set...
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    Nova Spell not working

    If your dummy unit has the locust ability, you cant move it by using SetUnitX and SetUnitY. Use SetUnitPositionLoc instead
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    Jump Spell not working

    call SlideKeepOrder(caster, slideDist, angle, "") What does that do?? Maybe is crashing the thread and it is never reaching call SetUnitFlyHeight( caster, flyHeight - 5., 0.03 )
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    Moving unit struct spell help.

    Edit : After checking your trigger set d.dist = SquareRoot(d.x1 * d.x1 + d.y1 * d.y1) if d.dist < 50 then call PauseTimer(d.t) call GroupClear(d.g) call d.destroy() endif You are not updating d.x1 and d.y1 It will never meet the condition.. private function...
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