Am still not getting it work.
private struct Vector
static method oreate takes real x, real y returns thistype
// later on
private function Actions takes nothing returns nothing
just a quick question. I didn't code for a long time and wondered how to create a struct and give it members certain values.
Like a 2D struct with x and y and then you do something like
local 2D d=2D.create(2,5)
I got a question regarding the CustomKey.txt file. If I want to add abilities there so that other guys can change the hotkeys of the heroes' spells to their liking, is there any requirement for the abilities so that it'll work?
I e.g. just tried adding the following to the file...
Lowering the acquisition range doesn't work.
In case the unit is attacked or an allied unit is attacked it will be attacking itself.
Classifying it as a worker is an interesting idea. Though I got a little icon in the left corner then hm? :/
Edit: Yeah, it'll show a worker icon. Unless I can...
is there any way to prevent units from auto attacking / auto acquiring targets?
So that your unit will attack the opponent only if you right clicked / attack clicked it?
Is there an object editor ability that does so or may a gameplay constant help?
Thanks in advance ;)
I'm pretty sure there's nothing you can do about this but it's always worth asking ;p
As SetUnitFacing(...) doesn't make the unit face the angle immediately the facing of the projectiles is messed up.
So far I've heard there's nothing you can do about it and you need to create...
Got a question. Speed-wise...
if i have the standard UnitDies trigger with some condition function that returns true for 15 out of 20 units.
Would it be (again speed-wise) better if I instead use 15 times this
GT_AddUnitDiesAction(func, unittypeid) function with the 15 corresponding Unit Ids...
is it possible to have only one dummy unit cast spells on multiple units without a wait in between? Or what is this function used for... and why does it take 2 widgets?
Some clarification please!