Just wondering if there is a way to detect when a unit gains mana. I thought about using, say, T32 to check the unit's mana every 1/32 of a second and compare it to the mana before the last check but I wasn't sure if that was overkill or not.
Maybe you could do a lock on spell. Like, you fire a missile (or just target, so no skill-shot involved) that locks onto the point or unit hit. Then for so many seconds or until you re-lock on your missiles will home in on that point. Could make them curve over in that direction slowly rather...
Oh, interesting. I thought that since I allocated the struct in the static ".create" method I wouldn't need to create a local variable for it when I wanted to make it. (Or did you not see that I did it there?)
Also, I thought the best way to run the same code for multiple units would be with a...
Silly me, not being clear and concise. I'm so used to having it named .unit that I forgot I changed it to .bobomb. I clarified that in the beginning post now. Sorry about that.
Ya, I meant for the comments around where I use the BobOmbStruct to cue you in on not worrying about that part. It's another part of the hero that I have working perfectly at the moment so you wouldn't need to worry about it. XD
I'll put the code here though so you can glance through it if...
Well, this is for a bob-omb character (as you may tell from the title). As odd as it may sound this character's powers make other bob-ombs (red, green, or blue) that do various things.
Red - runs to the destination then explodes and stuns
Green - runs to the destination and explodes
Blue -...
My bad, I meant to imply it was between the header and footer. I even tried making the header and footer encompass all my triggers and that didn't do anything. And yea, all my buffs have the EndBuff() textmacro closing them.
I'll post the map so you can look at it yourself if you'd like. It's...
@luorax
Woot! Awesome, thanks. I didn't see that one there.
Ah, that explains why. J4L doesn't have the latest version in his test map. XD Silly me not checking. He'll probably see this so up to him to fix it or not (just a minor inconvenience).
Thanks for bringing that to my attention...
Well, they're simple problems but I can't figure them out thus far.
1) How does one determine if a unit has a buff made with BuffStruct? I saw BuffList[unit].forEachBuff method but I don't know if you use that or not. I tried running through each buff and checking if it was my buff but I...