Recent content by xAnaMorphine

  1. xAnaMorphine

    Math help for Angles

    The shades that spawn and dont move show the points where the footman enters and leaves the circle. The shade that spawns between those two is the middle point. I used it for debugging and can be removed if you want. The speed of the shade varys since it adapts the distance between the...
  2. xAnaMorphine

    Math help for Angles

    Okay got it working now, here is the system. Just play the map and check out the results, tell me if that's how you imagined. For everyone who wants to look at the code I will post a pastebin right here since my post else exceeds 10000 characters :( http://pastebin.com/vRcmcffs
  3. xAnaMorphine

    Math help for Angles

    Just wanted to update my previous posts; Erstelle Einheit Events Time - Every 10.00 seconds of game time Conditions Actions Unit - Create 1 Footman for Player 2 (Blue) at (Center of Region 000 <gen>) facing Default building facing degrees Set Anfangspunkt = (Position of (Last created unit))...
  4. xAnaMorphine

    Math help for Angles

    As for the different speeds it will get a little bit complicated. I don't really know if there are any limits with the World Editor GUI but I think something like this should work for the speed: d(t)=(a/2)*t²+v*t+d0 while d(t) is the place at the time "t", a is the acceleration, v the...
  5. xAnaMorphine

    Problem creating a Quest

    Use an Integer Variable. In your Map Initialization Trigger you assign 0 to the Variable: Set Shimmerweed = 0 Then for if the Unit Acquires an Item: Set Shimmerweed = Shimmerweed + 1 For the rest use an If-Then-Else-Function which should do the job.
  6. xAnaMorphine

    Problem creating a Quest

    In order to help you it would be prudent that you post your triggers.
  7. xAnaMorphine

    Buff comparison and the related problem.

    I got it working now. I moved the buff comparison into another trigger and changed a few things. If someone wants to take a look at the trigger here it is: Ice Cold Events Unit - A unit Starts the effect of an ability Conditions (Ability being cast) Equal to Ice Cold...
  8. xAnaMorphine

    Math help for Angles

    This should work... g1: y=m*x+b P1 (x from incoming projectile | y from incoming projectile) P2 (x2 | y2) m= (y2-y1)/(x2-x1) b= y - m*x b= (y from incoming projectile) - [(y2-y1)/(x2-x1)]* (x from incoming projectile) --------------------- P3 (x3 from Hero | y3 from Hero) m1=...
  9. xAnaMorphine

    Buff comparison and the related problem.

    The units do have the buff for the full duration of the trigger and the location is the right one.
  10. xAnaMorphine

    Math help for Angles

    The red line is a straight line which has x and y coordinates which subtends the circle around the hero. Running a periodic trigger which records the x and y coordinates of the projectile after entering the circle will help to determine the position of the projectile. Then you want to launch a...
  11. xAnaMorphine

    Buff comparison and the related problem.

    Afaik it doesn't matter. I used something similiar to your solution: Set IceColdTarget = (Units within 800.00 of IceColdLoc matching (((Matching unit) has buff Ice Cold ) Equal to True)) However, it doesn't work either.
  12. xAnaMorphine

    Buff comparison and the related problem.

    IceColdTarget is a Unit Group
  13. xAnaMorphine

    Buff comparison and the related problem.

    Hello everyone, I have a problem concerning a simple buff comparison and unit group function. The debug message shows that there are 0 units in the unit group. Any solution? My trigger look like these: Ice Cold Events Unit - A unit Starts the effect of an ability Conditions...
  14. xAnaMorphine

    Spell with multiple dummies wont work

    You should change a few things there: Make the Temp_Point1 Variable an Array and assign Integer A. E.x.: Set Temp_Point1[IntegerA] = (Position of (Casting unit)) Same goes for the Temp_UnitGroup1. I think that will work.
  15. xAnaMorphine

    Pokemon Map, need help with triggering

    Well the idea with the item isn't that bad. I would suggest that you move the unit (pokemon) to another location. In this case you do not have to store the level, experience, items and skills. However if you don't want to do that I guess it will be some work.
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