There was no triggering player for this event. Using "Owner of (Triggering Unit)" would have worked. I myself always hate finding unanswered questions like this when searching through dead forums, so here's to hoping this will one day be useful to someone.
Well, things like this do go to my email, so I notice them there. I just assumed than most of the staff here never really liked me in the first place. ^^
Wind, when you compare a>b, that doesn't take c into account. So imagine the following scenario:
A = 5
B = 2
C = 7
A is > B, so the first if will be executed, but A is not > C, so no message will be displayed. Similarly, your other elseif would run when C < B but B > A, in which case no message...
If you want to do that, you're more than welcome to use my code to do whatever you'd like. You can also post your version of the spell in this thread and I'll add it to the first post.
A lot of the methods used in this spell are really out of date, though, because I wrote it when I couldn't...
It should, but in his case it does not work, for some odd reason. In theory, static members should be able to be accessed with ".<Membername>", but he's getting syntax errors doing that, so therefore the name of the struct is needed.
And besides, doesn't it make more sense to put the struct...
Jesus. You do not understand static methods, do you? The point of a static method is that it does not reference a specific instance of a struct. In a regular method, ".D" is the same is "this.D", and "this" is the instance of the struct the method is currently being called for.
Static methods...
I'm sure you imagined it, because that can't be done. The only thing that's possible would be to change the interface icons for Gold, Lumber, and Mana, which would then alter how those icons appear in spell tooltips (Charge Gold & Lumber uses the resource icons and can be altered to have a...
You forgot to set d in Actions:
private function Actions takes nothing returns nothing
local data d
local unit u
if GetTriggerEventId() == EVENT_PLAYER_UNIT_SPELL_EFFECT then
call SetTimerData(d.t,d)
call TimerStart(d.t,3,false,function Loop)
elseif...
It can't be done for doodads because doodads have no collision or anything. The solution is, simply, to tell users only to use destructables and not doodads.
You're only right about the last part, Flare. He should decrease Count after setting Knock = Knock[Count].
The rest, however, is not correct. Take a look at how he's using Index[]. He uses the PUI index of a unit (which is static and does [i]not change) to get the appropriate struct from an...
Before someone comes and tries to figure out why, it's because you removed the PUI textmacro from the struct.
Using the textmacro in the struct 'makes' it a "PUI struct", and you need to use .release() on "PUI structs." But if the struct is no longer a PUI struct, then you don't need to worry...