Recent content by DonRoman

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    Leaderboard

    If you dont updated the variable the leaderboard wont update as well .... * Events o Unit - Castle 0039 <gen> Takes damage o Unit - Castle 0040 <gen> Takes damageActions Actions Set INT_Lives1 = Life of (Castle 0039) Set...
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    Check Movement Speed of Selected Unit

    Untitled Trigger 001 Events Conditions Actions Set TempGroup = (Units currently selected by (Triggering player)) Unit Group - Pick every unit in TempGroup and do (Actions) Loop - Actions Game - Display to (All players) the text: ((Name of...
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    Suggestions?

    Pause the unit and set its animation time to 0%, that way it will really look like its frozen :).
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    Moving SFX

    Use a dummy unit with the model of the special effect?
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    Duel System Rewrite Problem

    Your trigger will count dead units as well add a condition: If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Number of units in (Units in (Playable map area) matching (((Owner of (Matching unit)) Equal to (Player((Integer A)))) and...
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    [Request] Fear System

    No. Taunt: 1. AoE effect, how would you make it for each unit individually and MUI? 2. you need a dummy to cast it (has to be visible and vulnerable i think but not sure). 3. you can control taunted units if you give them a new order. I cant imagine a way for taunt to work here, can you...
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    [Request] Fear System

    alright then for the complicated way. :/ 1st trigger stores the unit and a random location in an array. Cast Fear Co Events Unit - A unit Starts the effect of an ability Conditions (Ability being cast) Equal to Slow Actions Set FearCount =...
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    [Request] Fear System

    hm you can try this, works fine for me: 3 triggers, first one adds target to a group: Cast Fear Events Unit - A unit Starts the effect of an ability Conditions (Ability being cast) Equal to Slow Actions Unit Group - Add (Target unit of ability being cast) to...
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    AI CONTEST #1 | July 3rd - July 19th

    I'm also in favor of pushing the deadline by a few days and I like the idea of watching the AI battles live on Bnet. :)
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    How do you detect the damage type dealt?

    Solution 1: give your hero a orb ability which does nothing but place a buff on the enemy then check when the enemy takes damage if it has the buff --> has been attacked, if not it was a spell. Remember to remove the buff via triggers after your check. (might interfere with other orb effects...
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    AI CONTEST #1 | July 3rd - July 19th

    Hm, are we allowed to check which unit type our enemy is?? or must we wait for IsUnitVisible() ??? I mean normally you know who youre going to fight arent you? x) About the implentation, how do you import our AIs? Is it okay if you have to set one or two variables? And we can make use of the...
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    AI CONTEST #1 | July 3rd - July 19th

    Don't know if this has been answered yet, are we allowed to use dummies to check the pathing, when we remove them right away. ( like the pathing check function where you create a skeletton and check x/y coordinates and remove it ... dont know who created it .... ) i guess not but its always...
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    AI CONTEST #1 | July 3rd - July 19th

    I dont really get this^^, does it mean i cannot check with a group loop or whatsoever check where my enemy is (on the entire map) and give a direct command to my hero to go to his location?? Instead i have to make my hero walk over the map until the enemy gets into his range of vision?
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    Removing Point Variables

    call RemovePoint(udg_Temp_Point) that function doesnt exist, so it will give you an error. call RemoveLocation(udg_Temp_Point) is the correct line. Just as Romek said. There are no leaks in your trigger.
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    How do I stop auto attacking on sight?

    Ever heard of infinite loop? the trigger will run himself if you dont turn it off.
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