Okay, so I was being lazy, and wanted to create a tiered item drop system, but didn't want to enter in every single little item manually, and I don't know how to use JASS
So, I cooked up an initialization that works something like a preloader, and I was wondering if it will work, before I go...
In a miracle of modern science, a Czech motorcyclist recovers from an accident where his helmet is split open, only to speak perfect English with no trace of an accent!
A Czech motorcycle racer who was involved in a smash that saw another biker ride over his head came round and started...
okay, this is a bit nitpicky of me, but...
when you roll over someone who has 75-100 rep (me at the time of this post) it says "<name> is starting to make their name known" I could be wrong, but it seems like it should be "make his/her name known"
Am I crazy?
Just a quick head count. I would like to know what everyone's favorite Blizz Universe is, only taking into account the atmosphere/storyline/general feel of the games, not the graphics and stuff.
Custom script: call DestroyGroup (KillGroup[(GetPlayerId(GetTriggerPlayer()))])
I keep getting compile errors in the saving stage (variables)
and I dunno why
The error is: "Expected a Name"
Killgroup is a Unitgroup Array Variable
I can see the Playergroup leak, but the problem is that it doesn't give gold/lumber
Human Javelineer
Events
Unit - A unit enters Human Javelineer <gen>
Conditions
Actions
Custom script: local location Target
Set Target = (Center of Starting Upgrade Center...
Could someone please tell me if this type of setup is going to leak on me?
Bloody Spear 1
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to The Bloody Spear
Actions
Unit Group - Add (Target unit of ability being...
Ok
I have an item ability that adds damage based on how many kills you have made with that item
and now whenever a unit attacks something with that item, game crash
The annoying part is that it never used to happen
I will post it's trigger, and all related triggers
please ask any questions...
Ok, I am tired of using the "unit is attacked" event because it can be spammed, and fires shortly before the unit actually attacks it...
I heard something about a "unit takes damage" type thing
but I can't find it in the generic unit events
multiplayer quests
is there a tutorial on a good way to do multiplayer quests
where not everyone gets the quest activated?
I'm sure I could do it, but it wouldn't be pretty
especially not if I want a lot of different quests
Is there an easy way to force units to go down the paved path? or would it be better to just path where the units go naturally
I just don't wanna have to Region out the entire thing
the problem is that when we try and print something, no printer comes up, so I select "add new printer" but then nothing happens.... at all
I haven't a clue what is causing it
any help would be appreciated
also
.avi files crash anything that opens them (have flip4mac decoder)
and...
ThunderCaller
Events
Unit - A unit Is attacked
Conditions
((Attacking unit) has an item of type ThunderCaller) Equal to True
Actions
Custom script: local location AttackPos
Set AttackItem = (Item carried by (Attacked unit) of type ThunderCaller)...