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...
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...
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 -...
So the nested loops cause massive delay whenever I run this trigger every second or so on bnet with only me in the game. When I run the trigger off of bnet there is no delay, which I don't really understand.
When I host it on bnet it doesn't cause fps lag, its more like that 1 second delay...
How do you stop a hero from dissipating when it dies? Ive tried removing the Dissipation animation and setting animation speed to 0% but they still dissipate.
Im trying to spawn units using chat commands. It works for units like footmen and archers but not for heros, why? Heres the code im using:
Unit - Create 1 (Unit-type((Entered chat string))) for Player 1 (Red) at (Center of TestHeroSpawn <gen>) facing Default building facing degrees
When i play 3D sounds, for example "flying machine gunfire" everytime a unit attacks, the sound will only play once even though there are several units attacking at the same time. The sound will only play again once the previous one has finished playing... Its really nothin that dire to fix but...
So i finally finished the gameplay of my map, i gladly save it and walk downstairs for a rewarding sandwitch. But i trip on the powercord, and since my battery is dead the cpu turns off. Oh well i saved it right? Well i tried to open the map again in editor and now i get an error message...
Im looking for a multiboard tut that will show how to make a multiboard show for only 1 player. So that for example, each player will have a board that shows their hero stats. I remember seeing a link for it around the forums here somewhere but cant find it again. Does anyone have it? thanks
Can somone tell me if there's any potential for this to crash wc3 anytime?
Actions
Wait (Random real number between 0.01 and 0.40) seconds
For each (Integer AI_Integer1) from 1 to 8, do (Actions)
Loop - Actions
Set AI_numroll = (Random integer number between 1...
I have 2 triggers, in the first one an ability is cast which causes a 'snowball' projectile (a locust unit) to move. Then in the second trigger if a unit comes within range of the projectile it takes damaged. Ive already done the move trigger but im have problems with the 'unit within range'...
Say i make an event: Unit comes within 100 range of another unit. Is it 100 range from the centre of the unit, or does it depend on the unit's collision size or scaling size?
Q1 How do u disable a player from zooming in and out with their camera?
Q2 When i trigger the angle of attack to for example -45 degrees, the player cannot scroll back into that degree once they have zoomed in. How can the player scroll back to that angle?