Hi Samael88,
Sorry for not answering for such a long time, but I've been busy :)
I think that Slapshot136 already proposed a similar idea, and it seems like a complicated idea. In calculating the future position of the ball after a collision with something, I have to bear in mind that the...
Quoting myself...
The function GetBountyAmount is never called, and thus your array does not contain the proper values (apart for some trash prolly). Set the array values in the InitTrig_Hero_Bounty, and change GetBountyAmount to:
function GetBountyAmount takes integer lvl returns...
Solved!....Somewhat...
I noticed that there HAS to be a trigger of some kind using the preplaced unit's id (fx. gg_unit_O001_0009) for this to work. If you deleted the trigger(s) it doesnt work since the values are set to null. In this case I have a trigger that increases all heroes' levels...
Change your conditions to:
function Trig_Hero_Bounty_Conditions takes nothing returns boolean
return IsUnitType(GetTriggerUnit(), UNIT_TYPE_HERO)
endfunction
Also, you can just set your element values in the InitTrig_Hero_Bounty function.
This is probably what you want in the...
1.
First, try making spaces between your "and"'s and "or"'s.
I dont have WC3 in front of me right now, but you should try to locate the problem first. Try commenting the conditions out and see if it works, then try the actions (maybe only try to remove the buff check).
2.
I'm...
I usually create a trigger, make an action for killing a unit, select the unit I want and "Convert to Custom Text" it, so that I can see the preplaced unit's id/variable.
I have not deleted the unit.
What do you mean?
I forgot to mention that when I save the map, it sometimes pops 1 error message: "Undeclared variable gg_unit_O001_0009". It seems this predefined global variable is either not created, or not created properly.
Yet another problem...This is a weird one though.
I have a system that can only register heroes.
I created a custom hero, and to further test the system I created another hero by copying the data from the first hero. I added the following debug message to the function, that checks whether or...
You should probably edit your documentation then :) For the rest of us that aren't that advanced in vJass, this is missleading, although I understand now :thup:
AIDS it is then, thanks again Jesus4Lyf and Nestharus!
EDIT: Gotta spread some rep first. You help me all too often :P
Hi guys,
I'm making an aggro system, like in WoW.
I need some kind of system that can store the data.
I need to store the following:
- The unit registered to the system
- The five units on the above unit's aggro list
- The five units' aggro (integers)
I was considering using AIDS...
Lol, what a dumb mistake :P Thanks a lot, Jesus4Lyf ;) +rep
I already have a function for spell crits and heal crits :) (just called inside the spell code), but I do know Damage anyways. I'll maybe use it for blocking, but I'm just doing some testing right now.
I've made a very simple damage detection system for dealing with critical strikes in my map. A function called OnDamage checks if the damaging unit has the ability to do a critical strike, and if it does, the function calculates if it IS a critical strike and deals the damage and shows some...
Update!
Hey guys,
Update details:
- New spell: Spirit Protector
- Added the original shockwave model to Shockwave
- Increased friction/decreased speed (cant remember which :P) for Tremor
- Expansion of TimedEffect and SpellText
I've made it so that the warrior starts out with...
@ Slapshot136: I did think about doing it that way, but I figured that it would be a pain in the *** to code considered what you have to take into account when the ball hits just right or left of a corner. Imagine if the new trajectory and speed would cause the ball to bounce again.
@...
Thanks for the clarifications, and advice!
@ the Immortal: What I meant was that some indexing systems change a unit's game id, and that might complicate things with GetHandleId(...), but I'm not really sure though.
I'll get to coding right away! :thup:
EDIT: Another thing though :P, could I...
For example:
call SaveInteger(myhashtable, myHero, ..., 'A001')
Sorry, but its my first time using hashtables, so I'm may seem a bit slow :P
If I don't want to limit this to 1 hero per player, what would be a good way to store each hashtable?
Wow! After reading this again, I realized how...