I've written a bunch of Lua code that is used by the ObjectMerger (part of Newgen) to create objects. Basically, I was tired of searching through object editor fields and clicking back and forth between different tabs of objects, and wanted a way to just type out a full object specification in...
Great job. This is awesome.
I do have one suggestion though: Please add Zinc functionality to the Jass portion! Hopefully that's not too difficult, though I can understand if it's low on your priority list.
Edit: Also, some keyboard shortcuts don't seem to work. Right now, Ctrl-S doesn't...
Just wanted to say that I really liked this article. This is a great must-read for all the starting mapmakers who might still have the "cool uber rewards I can give for kills" mentality. Careful game design is very important, much more so than fancy effects etc, and seems to be missing from a...
Strategic Castle Siege
Version: Beta 0.50
Presenting... my first map! It's at a point that's somewhat presentable, so I thought I'd put it out and see what people thought. I'd really appreciate any testers. Please let me know of any suggestions, bugs, or anything else. I want to thank to...
These natives have terribly confusing names, but I've heard that they are for manipulating items. I.e. Give this item (one widget argument) to this unit (another widget argument) or drop it at this point. I don't know which argument is the item and which is the target unit though.
I'm not sure...
This is a known problem: it is impossible directly.
The only way is a workaround, like: give every ward unit another dummy ability in the object editor. Check for that ability instead.
Actually, I think it's just because you've set the event to be periodic, i.e. after the TriggerSleepAction is done, and you Enable the trigger, it'll run again immediately after 0.1 seconds.
Just change this:
call TriggerRegisterTimerEvent(gg_trg_RedTerrainKill, 0.1, true)
to this:
call...
Yes, FirstOfGroup(G) == null will tell you whether it is empty.
Regarding 2 and 3: if you copy a group, you'll be running a ForGroup function anyway. It's faster just to use ForGroup.
Regarding 1: I would think that using an array is faster for accessing units and looping through them, but the...
"psuedo-agents", if you mean non-agent handles, should not leak. They cannot be created or destroyed and are not reference counted anyway.
EDIT: Just to clarify: does this leak happen only with waits (i.e, explicit waits or just plain waiting until later)? What if there are longer function...
Why don't you try using one of the Orb abilties and set the Cast range on that to be a smaller value than the unit's base attack? You can use a different projectile model and add the bonus damage via the ability.
Edit: Tested it, no good.
Since when does a function have to be one-to-one?
EDIT: As an example, both uberfoop and I took the post and mapped it to the same response at the same time. This function f(responder) -> post was not one-to-one.