Hey all. I was thinking of implementing a new attribute system for use in my AOS. Please take a moment to read, and comment on what ways you think this system might work or fail. Keep in mind this system is for AOS types of maps (hero vs hero) and that I'm not trying to invent a new wheel here...
It doesn't matter if it's gui, or what kind of jass, But does somebody happen to have the code of the function that places a textmessage with the correct sound/color/position/size etc... so that it's just like a normal error message?
When I have a trigger, and inside the trigger I have the functions Trig_Conditions, Trig_RandomFunction and Trig_Actions. I know actions and conditions can use things like GetSpellAbilityUnit() or GetTriggeringingTrigger(), but I can also those in the RandomFunction? and will it give the correct...
Which of these two ways of handling certain triggers would you prefer? Also consider if instead of 3 triggers, you had 100 triggers. or maybe even 1000 :)
Or this way:
There used to be such a thread, similar to this one
(Only explains items, not hero skills)
http://www.playdota.com/forums/4099/triggered-item-abilities/
but I lost all of my favorites in my browser and now I can't seem to find it again. Does anybody knows what I'm talking about and...
Because I have hero skills, used on nondummy heroes, and its important the same skills also work on dummy units. So I was like: what's easier? Creating a hero dummy instead of a normal one (normal can't use hero abilities) or make all spells TWICE (one hero version, one unit version)
Either...
When a hero dies, it doesn't truly die because it can be later revived anywhere. The map "keeps the hero in the game" unlike normal units. Now, when I use a hero as a dummy unit, and kill it after use, it won't get cleaned up properly. Will using "Remove unit" work rather than using "Kill unit?"...
You will need 2 strings (instead of just one with 2 words in it).
String1 : "stand"
String2 : "third"
you can remove/add strings by pressing the buttons
Only skills that already use an animation tag (for example "spell, throw" on mountain king Storm Bolt) can be changed to use animation tags. Other skills will have NO EFFECT whatever you put in the field.
I don't know if this works, but you can try doing this:
Untitled Trigger 001...
When does the game considers a unit to be totally death? After the 60 second corpse animation is done and the corpse is gone, the unit gets permanently removed?
Also one more side question: Lets say I store a timer in a hashtable using parentKey X and childkey Y. Later on, I destroy that timer...
So everytime I use a unit as a parentkey in a hashtable, I am forced to flush that parent when the unit dies? Which would basicly result in this trigger to be included in everymap:
Just wondering, how exactly is a string converted to an integer?
Also, is it (although unlikely) possible to overwrite a value stored in a hashtable by for example using StringHash("popcorn") as a childkey, and accidently using 5156842 as a childkey for another value, under the assumption...
If I use a hashtable, and I "attach" some stuff to unit X by using unit X as the parent key, and then unit X dies, will the hashtable clean itself up and remove the parent and all childs associated with it (unit X), or do I have to clean this up manually by using flushparent to prevent the...
When set a group variable to contain all units at a certain region, will it also add hidden units? also, if a spell deals damage in large area, will hidden units take damage (assuming they're enemies)? Will hidden units regenerate life and mana (when they're heroes) like normal units do? do they...