I see that you tried shadowing a global variable using a local one and afaik that is no longer possible. I deleted that line
Custom script: local unit udg_temp_Unit
and the triggers worked as intended.
Hmm... Nevermind about the shadowing, it seems to be working. Looks like there's just...
i think its the Custom script: call RemoveLocation(udg_temp_point[3]) in the first trigger
checking it right nao
EDIT:
yep... thats the problem for sure, how do i know?
Melee Initialization
Events
Map initialization
Conditions
Actions
Hashtable - Create a...
so im having a problem, when a spell tower casts roots on a creep that creep takes damage blah blah for 5 seconds but then doesnt continue moving, it just stands there until its attacked again
i've changed the gameplay constants to 9999 and 99999 so that cant be the problem....
I did it like this and it displayed 3.
Maybe you didnt create the hash.
Hashtable - Create a hashtable
Set UnitHash = (Last created hashtable)
Hashtable - Save 3 as 0 of 2 in UnitHash
aaa
Events
Player - Player 1 (Red) types a chat message containing a as An exact match...
yes, you can, but you have to add the buttons in (v)JASS and the hotkeys are "represented" by a number code which i forgot
but im sure you can find a more detailed approach on this subject on this forum or wc3c/hive
EDIT:
native DialogAddButton takes dialog whichDialog, string...
use [JASS] tags, 1st problem is you can't use functions inside of structs, only methods(that means you just have to replace "function" with "method", then when you want to call that method you do it as such: <name of struct> . <name of method> and then pass arguments to it like you would do with...
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to !show kills
Then - Actions
Custom script: if GetTriggerPlayer()==GetLocalPlayer() then
Leaderboard - Show KillLDB
Custom...
tried and yet again... didn't work
the thing is BJDebugMsg in the function displays 12.5(what it should be) once, after that only 0's
btw: HPPercentDamage isn't in that trigger
I have no idea why but it only damages the target once for 5% of their HP.
This is the function that does the damage.
function HPPercentDamage takes unit source, unit target, real percent, boolean currHP, attacktype at, damagetype dt returns nothing
local real dmg
if currHP then...
Tried but it didn't work, thanks anyway.
I'll try to describe it a little better:
If I order the builder to move somewhere it faces 0 degrees BUT a BJDebugMsg shows me that the angle is just like when the unit is ordered to patrol to that point.
On a side note, it doesn't really matter if I/we...
Typo in title don't mind it that much. ;)
function BlinkTo takes unit who, real x, real y returns nothing
local real maxX=GetRectMaxX(GetPlayableMapRect())
local real maxY=GetRectMaxY(GetPlayableMapRect())
local real minX=GetRectMinX(GetPlayableMapRect())
local real...
its supposed to be called when the builder moves be it move or smart
anyway fixed it, problem was oldX and oldY didnt have values set :confused:
thanks anyway
function Blink takes unit who returns nothing
local real maxX=GetRectMaxX(bj_mapInitialPlayableArea)
local real maxY=GetRectMaxY(bj_mapInitialPlayableArea)
local real minX=GetRectMinX(bj_mapInitialPlayableArea)
local real minY=GetRectMinY(bj_mapInitialPlayableArea)
local real...
Since this is the first struct I've ever made, I've had a few problems with it but one keeps reappearing...
struct Paladin
unit Hero
integer Type = 'Hpal'
method GetHP takes nothing returns real
return GetUnitState(.Hero,UNIT_STATE_LIFE)...
is there any way i can find out the damage type that triggers the EVENT_UNIT_DAMAGED event?
i need some way to find out whether or not the damage is caused by the hero's attack or by the spells it casts
Do any of you gentleman know a program that will allow me to switch between the back-panel audio connectors to the front-panel audio connectors and vice-versa?
[EDIT]
nvm...just gonna do it the less-techy way