Hey, I tried around for a few hours but I somehow can't come up with a reason why my trigger doesn't work.
The basic function is this: in my map are 5 heroes, each assigned to a global variable SYS_HERO[1-5]. The 'Hero Revive Start' trigger is supposed to figure out which of those heroes died...
what do you mean. manashield, immolation, defend and divine shield work just fine. setting manashield and divine shield duration to 0.01 disables the effect. as for defend adjusting the block value stuff works as well to negate the effect (well depending on the unit there will be an animation...
The type of temp_group it Unit Group. Just choose set variable, select temp_group and set it to "units in region matching condition"
I never used a custom script in a condition since thats not possible.
All my conditions are regular integer comparisons.
The first one is 'count units in unit...
well the choice is yours but mine replaces groups of 50 aswell and is more efficient. so i would strongly suggest to use mine. but since you need the trigger you have to decide which one suits your needs best. be aware that kayoss666 trigger also has some leaks in it.
and yes its the set...
Replace Trigger
Events
YOUR EVENTS
Conditions
YOUR CONDITIONS
Actions
Set temp_group = (Units in YOUR REGION X matching (((Owner of (Matching unit)) == (Owner of (Triggering unit))) and ((Unit-type of (Matching unit)) == Footman)))
If (All Conditions...
That custom script stuff is to avoid leaks. Google "WorldEditor leaks" if you want to know more.
Otherwise, specify your question because he already told you exactly what to do.
the maths behinde it is:
(Gold of Player / 100) * 105
= 105% (+5%)
Player - Set Player 1 (Red) Current Gold to (((Player 1 (Red) Current Gold) / 100) x 105)
thats wrong. it would add 20% to the palyers current gold. dividing by 20 instead of 5 would work:
Player - Add ((Player 1 (Red)...
well this part of the forum is almost deserted. there are only a handful of people who more ore less regularly post here. as long as your thread is on the first page there shouldnt be a reason to bump your thread. well at least try to only bump after 24 hours.
and the fella who lectured you...
i never said its the best. i also mentioned that custom values can easily cause problems when they are already used in other triggers. i simply meant that in my opinion custom values are the user-friendliest to use in terms of difficulty.
well i guess his question was more than answered so lets...
for further problems like this:
why not try it yourself? just use the game message action to show how many or which units are in a group. well trying stuff like this is at least how i try to figure out my own problems since i am pretty shy at asking for help in forums
My impression was that its some kind of passive double-cast ability.
unit group, hash table, custom values, whatever works. well i guess custom value always could cause problems when you also use them in some other way.