So, my map has several abilities that summons illusions.
I have, for example, AOE wand of Illusion, Mirror Image, standard wand of illusion and etc.
my question is,
is there a way to determine from which skill a illusion was summoned?
thx, guys.
hey guys!
after this 1.26 patch all my filter used in GroupEnum function stopped working.
Am I the only one?
Do u guys know how to solve this?
here's an example:
function Chamber takes nothing returns boolean
call DisplayTextToForce( GetPlayersAll(), "aaaaaaaaaaaaaa")
return...
Ok, guys... So, i made this code to order all selected units to blink together, to the same spot, once any of them(selected units) blinks.
In a breath, if one blinks, everybody blinks.
function Group_Blink_Stalker_Order takes nothing returns nothing
local unit U = GetEnumUnit()
local...
hey, guys.
so i unchecked my tavern's option "Revives Dead Heroes",but it is still showing the option to revive them.
i also tried to change the "Hero reviving location" option of the heroes to somewhere else but it also failed.
help XD
hey guys,
so i add abilities via trigger to my units and some of them has the ability to transform in ethereal form.
when they transform, they lose their skills but i add them again via trigger and set the skills levels all again.
the problem is when i remove then add those skills again...
hey guys again ^^
When I open Newgen(5d version) and try to save that standard melee 64x64 map , Newgen disables the Melee_Initialization Trigger due to errors. Then the report window opens with the script errors and shows lots of "Unregistered native fuction"...
Then I click the "ok button"...
Well, my map leaks... (godamnit!)and it's impossible to figure out why (been months searching it).
When I test my map I push it very hard when compared to the actual game I intend ppl to play.
My map is a footman frenzy-like with 12 player and lots of units...
So I make sure that there is...
hey guys XD
I'm developing a map for 12 players.
All players are set as "User" in "Scenario">>"Player Properties" window.
The problem is that whenever I test the map, "Player 2" is there playing as the "Computer" (bot). And when I open War3 and I select my map to be created, "Player 2" slot is...
by Get...Unit(), I mean:
GetTriggerUnit(), GetFilterUnit(), GetEnteringUnit(), GetEnumUnit() and etc..
does any of Get...Unit() leaks? Do I have to assign a local unit variable everytime i use those? like:
local unit U = Get...Unit()
set U = null
or ppl do that just because it's faster, when...
GroupEnumUnitsInRect() needs a boolexpr that is provided by a filter as parameter right?
So, I was wondering what's the difference when you return true or false to the GroupEnumUnitsInRect().
Does the GroupEnum..() only picks the unit when the filter returns true?
To refer to the picked unit...
this is a really simple code and i don't know what it's leaking here! how is that possible? My map always crashes, telling there's no memory to execcute some code.
Then, I ended up with this conclusion after disabling trigger by trigger and running the map. Disabling this trigger makes my map...
if a create a global timer variable and keep starting a new timer over the same variable, will it leak? or do i have to destroy the timer?
Untitled Trigger 003
Events
Conditions
Actions
Set TempoTotalSpawn[1] = 1.00
Countdown Timer - Start TimerPlayer[1] as a...
function filter_Copy takes nothing returns nothing
local integer i = 0
local unit u = GetFilterUnit()
local real x = GetUnitX(u)
local real y = GetUnitY(u)
if GetUnitTypeId(u) == 'h001' and GetPlayerState(GetOwningPlayer(u), PLAYER_STATE_RESOURCE_FOOD_USED) < 70 then...
Even when i set the damage field of "Devour cargo" to a negative value, the devoured units are still taking damage. Why is this happening? thx for help ^^
function Trig_Spawn_Basic_Func001Func001C takes nothing returns boolean
if ( not ( GetUnitTypeId(GetEnumUnit()) == 'h001' ) ) then
return false
endif
return true
endfunction
function Trig_Spawn_Basic_Func001A takes nothing returns nothing
local location A =...
hi ppl ^^
i have this trigger that is called by another:
function Trig_Trigger_Func002Func001001 takes nothing returns boolean
return ( GetUnitTypeId(GetEnumUnit()) != 'unitX' )
endfunction
function Trig_Trigger_Func002A takes nothing returns nothing
if (...
Title says all...
does anyone know why this is happening?
Gameplay constants are set to
"Combat - Damage Bonus Table - Chaos: 1.00,1.00,1.00,1.00,1.00,1.00,1.00,1.00"
it is supposed to, right?
pls help ^^
well i have a trouble when i use Animate Dead in a corpse of a morphed unit.
Even when a unit dies in its morphed form, the skill (animate dead) summons the unit in its original form.
Is there any way to fix that?
thx ^^
hi ppl ^^ i'm new at thehelper forum =D
so i was wondering if it's possible to change the size a unit's AOE as Mortar Team
like upgrading it without using any skill such as Orb of Annihilation
cuz i don't want Spell Damage for my unit for balance's sake =p