Recent content by DaRRoXX

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    Best way to trigger a unit to be able to attack Flying Units

    Ah, I'd forgotten the Orbs had that effect. I'll do that then. Thanks & +rep :)
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    Best way to trigger a unit to be able to attack Flying Units

    Again, title kinda explains my problem. I want to be able to trigger a unit to be able to attack flying unit. It currently has a disabled Attack 2 that can attack air, and I'm happy to activate that if it can be triggered, or can happily add a spellbook to the player or enemy if that'd help, or...
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    Why is this leaking?

    Ah, didn't realise that Centre of Region was a leak as well. Was using a tutorial on it, just seemingly failed to notice that bit in it. Thanks again :) Edit: Hmm, still seems to be slightly leaking. I've updated the code above to fix every leak I could see. Can anyone see any others?
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    Why is this leaking?

    Title says it all. Trying to run this trigger, gets as far as 30 while maintaining normal fps, then my fps just drops lower and lower until I close at around 10fps with about 40 of em up. Why is this FPS drop, and is it memory leak related, or due to the fact that I'm trying to spawn 50 gigantic...
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    Is there any way to trigger Damage Taken after armour reduction (GUI)

    No, the trigger is running once. Must be something else though, I set armour to 0, and it still messed up. Gonna play around with a few things... Odd, either way...
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    Is there any way to trigger Damage Taken after armour reduction (GUI)

    I'm already using that. That trigger simply heals for 70/80/90% of damage taken (based on rank of spell). The issue is that armour is being factored in after damage taken is noted down, resulting in the heal healing for more damage than the unit takes. This is bad.
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    Doodad/ Descruibuet size

    Go to the object editor, select the destructible tab, use the Find function on the Edit menu to find the stone wall you're looking for (be sure to search for the exact name), then on the box on the right, select Editor - Minimum Scale, and change that to a larger number. By default, Minimum...
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    Is there any way to trigger Damage Taken after armour reduction (GUI)

    Basically, I'm trying to trigger a damage reduction effect, and I'd rather not use massive Armour increases for this, so I have a line of code that looks like this: Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + ((1.00 - ((Real(CloSdmg)) x 0.10)) x (Damage taken) x...
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    Much simpler trigger problem

    Mmkay, just used a workaround fix involving spawning very large numbers of dummies and then removing them all once the effect ends. Messy, but it works fine. Thanks for the help, you shall be +repped again as soon as I can...
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    Much simpler trigger problem

    I'd append the previous thread, but I find that usually gets ignored, so apologies for making a new thread... I have a new trigger that looks like this: Freeze Pulse Events Time - Every 0.20 seconds of game time Conditions Actions Unit Group - Pick every unit...
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    My new map again. (I want your opinion on the idea, and a quick question)

    Can't add more to the answer to your question. Buildings aren't designed to be rotated, else we'd have trees not facing their owner etc. Accname has some tricks though, so I'd go use them... As for the idea, a couple of things... Firstly, if the king has no gold, how is he able to pay huge...
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    Looking for the easiest way to do Attack Speed reduction

    Cheers to both of ya, +rep has been added. :-) @Accname: Fear not, I can do all of that pretty easily. I've just not used Auras much in my time editing, so wasn't certain if you could use negative values.
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    Looking for the easiest way to do Attack Speed reduction

    NOTE: This is quite a long post. There's a TL: DR at the bottom. Hmm, this specific situation will take a little explaining. I'm trying to find the best possible way to create a passive effect on a hero without using icons. The passive effect works like this: When a hero is in a certain...
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    Ability Pathing

    To expand on that, if Wratox1's explanation for what you mean is correct, you could indeed do as you stated there, and the way that I personally would do it is a flying dummy unit with a model from an ability/projectile that starts with a negative height, and use triggers to adjust...
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    Triggers crash the game

    You are correct. Fixed. Got distracted midway through writing that trigger and forgot I'd already written a Hero check >.>
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