Figured it out. If anyone is wondering, just convert the load/save GUI functions to JASS and place the variable name as the paremeter for the GetHandleIdBj:
set udg_Crystalis_TempCount = LoadIntegerBJ(1, GetHandleIdBJ(udg_GDD_DamageSource), udg_Crystalis_Table)
I'm using a damage detection system that stores unit variables for the dmg source and dmged target. I need to load data from a hashtable using the dmg source as a Handle ID but obviously it can't take a unit variable. Is there anyway to convert the unit into a unit ID?
In a tower defense for example, if you have units moving through a maze and you stun one of them, it will continue to carry out its previous order which was moving to a target location.
If you polymorph a unit however, it stands still afterwards. Is there anyway you can restore the unit's...
Edit: nvm problem solved. I'm just using Galaxy++ instead now, so much simpler.
So I'm trying to import an Andromeda external script. I imported it through the import manager. Then I created a custom script in the trigger to include it:
include "scripts/tbscript"
The script and its...
Yeah
I tried exclude but I don't really get how it works. What do I put for effect? Here's some pics so it's more clear what I'm doin. So I think you're right, it's being generated by the item not the unit. But the item belongs to the same player as the unit walking over it, so I don't...
When a unit walks over an item, I basically have this effect that searches for enemies in the area and stuns them. In the Search Filters, only Enemy is checked and I set Self to excluded. But the source unit of the effect still gets stunned. Anyone know how I can solve this?
Hey, I duplicated the reaper's D-8 Charge actor/effects/model and set it to a duplicate of HunterSeekerMissle ability. It works fine, kinda like a grenade ability, however the explosion effect (impact model) happens as soon as I cast the ability instead of waiting until the missle hits the...
Figured it out. If anyone else wants to know, some units have "dummy weapons" that are used just for the UI display. In the Unit field section, there's a field called "UI - Equipment Array +". You have to remember to replace the existing field with a duplicate of the dummy weapon that refers to...
I made a new baneling unit based off the original. I gave it new weapon/actors and everything. Changed exploding damage. Everything works perfectly and the damage done is what I set it to. The only problem is the UI weapon display still displays the original baneling's damage and not the new...
Has anyone had any luck getting this function to actually do anything? If so tell me what I'm doing wrong because enemies simply remain where they are. And yes, I've tried putting wait times. Like anything else in this editor, nothing's ever straight forward.
Events
Game -...
You can also have 2 triggers, one to activate the ability and another to turn it off and restore experience gain. You just need a unit variable to store the unit, I personally would prefer this over a wait time if the unit can cancel channeling:
Casting
Events
Unit - A unit...
I did away with the units all together cause I really didn't need them anyway. I'll stick to s/e and area damage. Thanks for the odd/even idea, works like a charm :)
There are a few things that need fixing firstly, you're removing the unit right after it is created which is why it isn't casting the ability. Also your point should be point of ability being cast not order point.
You also have some leaks to clean up. It should look more like this:
Erupcao...
Not sure why they aren't attacking.
edit: Oh nvm didn't read the original post properly give me a few I'll try to figure this out for you. Someone smarter will probably come along though :)