What is the most efficient JASS equivalent of
Set g = (Units within 400.00 of (Position of (Triggering unit)) matching (((Triggering player) is an enemy of (Owner of (Matching unit))) Equal to True))
Tried to find myself but the main problem was all the functions were asking for a 'boolexpr'...
So I have a function that runs every second after a unit starts channeling, and I need to reference the triggering unit inside this function. I also need to know when it stops casting, to stop the function from running.
To my understanding structs are the best way to do this, but I can't seem...
So basically I have an ability that increases damage every x seconds, until that unit attacks, at which point the bonus damage will be reset.
Now thats all good and well, but when a unit attacks, there is a short pause between the trigger goes and the target takes damage. And the trigger...
Is it possible to force a non-active ability into cooldown (i.e. reincarnation) via triggers? If so, how?
i.e. I want reincarnation spell to go into CD without the unit dying.
function findValue takes nothing returns boolean
return ( GetUnitPointValue(GetFilterUnit()) == 12 )
endfunction
function checkBetween takes nothing returns boolean
local boolean picked = false
//code is unimportant, i tried with only these 4 lines
return picked
endfunction...
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Fire Ball
Actions
Set tempPoint = (Target point of ability being cast)
Set tempPoint2 = (Position of (Casting unit))
Unit - Create 1 DummyFireBall...
function getTargetAngle takes nothing returns boolean
local real angleTarget = ( AngleBetweenPoints(GetUnitLoc(udg_DummyFC), GetUnitLoc(GetFilterUnit())) )
local real facing = (GetUnitFacing(udg_Commander))
local real targetRange = 45 / 2
local real angleTargetMin = facing -...
I converted a small trigger (only an action) from GUI to JASS, to help me understand it better. There was one part that made absolutely no sense to me, I was hoping somebody could enlight me on it.
In GUI:
Untitled Trigger 001
Events
Conditions
Actions
Unit Group -...
''Unit Group - Pick every unit in (Random 1 units from (Units within 700.00 of (Position of DummyFC) matching ((Angle from (Position of DummyFC) to (Position of (Matching unit))) Greater than or equal to 10.00))) and do (Actions)''
Is that the correct way to reference the unit that is to be...
Phoenix fire. The phoenix's spell from melee game, if you don't know it, it shoots a projectile at a random nearby enemy.
My question is: is it possible to make the projectile shoot only in a direction that is more or less in front of you, so it doesn't look like there fire coming out of...
The only units ive seen with multiple attacks are things that have separate attacks for ground and air. But i want to use it in a different manner.
I want to have a hero with 2 attacks, one ranged and one melee. The goal is that the melee would do more, but the ranged has the obvious...
Im trying to use the marine model...
this guy right here:
but i cant seem to find it anywhere, i was fairly certain it was a model from the basic game... anyone point me in the right direction thatd be nice :X
In game it simply does not work. :S
also: in object editor the field (stats - targets allowed) confuses the hell out of me. I have a custom spell based off of life drain and the targets allowed are: Air, Ground, Organic (which, i might add, is the same as normal life drain) but when i try to...
yeah just started jass today, and im going on a couple tutorials and the code that you get from using convert to custom script in WE :S
I tried to add a variable for spell being cast, and then order the caster to use the spell on a random; so heres what i did
function...
So im trying to make it so if a hero casts a target spell he will cast it on a different target, instead of the one that he chose
so my action was this
Unit - Order (Casting unit) to Neutral - Devour (Random unit from (Units within 600.00 of (Position of (Target unit of ability being...
OK so i want to have a spell that will make you hurt yourself instead of another unit when you attack. I know the basics but i cant make him take the same damage that he would deal.
So my question would be is it possible to make a variable of how much damage a unit would deal?
And if not...
How would i go about making a unit have a burst gun attack (hopefully passive)
as in 3 shots, wait, 3 shots, wait as opposed to shot, shot, shot, shot.
EDIT:
thanks for all the help, really appreciated.[/sarcasim] Follow up questions:
1. anyway to momentarily stop a unit from attacking, yet not...
Any1 have any idea how I would go about making a mimick nerubian weaver's time lapse? I plan on using something somewhat similar which would be made the same way.
For you non-dota ppl (shame!) it sends caster bak 3 seconds in time. keeping hp and position the same as where he was 3 sec ago.
pushstart
Events
Unit - A unit enters push <gen>
Conditions
Actions
Unit - Pause (Entering unit)
Unit - Make (Entering unit) face tester 0000 <gen> over 0.00 seconds
Unit - Order tester 0000 <gen> to Human Sorceress - Polymorph (Entering unit)...
I searched for unclickable on forums and i can only find 'give unit locust ability' but i can't find locust!:banghead: :banghead: :banghead: :banghead: :banghead: :banghead:
help, please and thankyou