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  1. Frozenwind

    [Trigger][Galaxy] Fade Filter

    In wc3's GUI a fade filter worked for every player. In wc3's JASS a fade filter could be set per player. In sc2's GUI a fade filter works for every player. So the question will probably be obvious: What is the sc2's galaxy/jass/whatever-it's-called command for fade filters (if there is one...
  2. Frozenwind

    [?]Footprints removal of doodads.

    Is there any way to remove footprints of doodads through triggers, effects, etc.? I can't seem to find it.
  3. Frozenwind

    [Data] Doodad's animations (death event)

    Animation - Play Dead animation on Any doodads in the region Region001 as Default, using Play Forever options and Default Time blend time This function doesn't work. So I went to the data editor and found a random doodad's actor which is in my region. At events I don't see a death animation...
  4. Frozenwind

    [Trigger] wc3's "turn off collision"

    So basically, I'm looking for a function like wc3's "turn off collision". Yet I know sc2 loves the data editor meaning I'll be needing the "unit add behavior" function to do this most-likely. The most interesting behavior (afaik) to edit would be reaper's jumping behavior, but I've got no clue...
  5. Frozenwind

    Many sc2 functions seem to be bugged...

    I see a lot of functions which simply don't work. How would a "pick every unit in unitgroup" create an infinite loop, whereas a "for each unit in unitgroup" doesn't? Why a marine, who is attacking me because of aggro,'s owner isn't marked as an enemy of mine? They don't store alliance in...
  6. Frozenwind

    [trigger] Iteration detected

    I'll keep it relatively short with words. Basically it gives me the error "Iteration detected in trigger blablbal", which is this trigger: Push movement Events Timer - Every 0.04 seconds of Game Time Local Variables Speed = 0.0 <Real> ------- Speed = Grids /...
  7. Frozenwind

    [Terrain] Terrain Height / Cliffs

    Sc2 seems to have a maximum of 4 terrain heights available (which are set to {-8, 0, 2, 4} for me by default). I'd like to have more heights so I did multiple things: Duplicate the cliff and set it to different heights allowing me to have 8 heights of the same type. Failed. --> A lot of...
  8. Frozenwind

    wc3's channel ability

    Is there anything like wc3's channel ability in sc2? Something I can base any triggered spell on? Setting channel time, cast time, unittarget, pointtarget and things like that? Cos the data editor is just crap... Can't even get heal working in there, even while allowing him to cast on himself...
  9. Frozenwind

    Importing images: .dds converter?

    Does anyone have/know a .dss converter for sc2? I currently have .tga images and need them to be .dss in order to import them. Or... can it read .tga? In that case the next question becomes kinda important: And another question: If I import them, where exactly can I find them? Will a new...
  10. Frozenwind

    [Data Editor] wc3's collision sze?

    Does someone know how to set a unit's collision size, like in wc3?
  11. Frozenwind

    [Data Editor] Adding models to units.

    How exactly am I supposed to add a model to a unit? (Not a custom model, but an already existing one). If I duplicate an existing unit, it doesn't have a model. If I duplicate the model and add it to the actor which is added to my newly created unit (the duped one), I don't see a model...
  12. Frozenwind

    Dialogs and Resolution (wide screen etc.)

    AFAIK you can lock a sc2 dialog to the center of your screen etc. and give it a certain size. However, won't the amount of space be limited to those with a small resolution (tiny screen) compared with a wide screen? With other words, if I fill my (wide) screen with dialogs, won't there be...
  13. Frozenwind

    Ability Cooldown Condition?

    Is there anything like "Abilty x is under cooldown for unit y" condition? or "Remaining cooldown for Ability x for unit y" condition? Would be boolean / integer / real if it exists? Can't find it with JassCraft at least... Thanks in advance.
  14. Frozenwind

    Snippet Mirror (example: mirror escape)

    Mirror system by frozenwind @ Clan CBS @ Northend 1. Introduction. 2. What does this system do? 3. How to implant it. 3.1 Requirements 3.2 How to call the system? 3.3 Remove leaks 4. Examples where it can be used for + download 5. The mathematical theory behind it [warning, pure...
  15. Frozenwind

    Formulas create leaks?

    I've got a trigger which I made leakless (removed unitgroup leak and location leak). Don't worry about those leaks, I know how to remove that. Although it gets laggy slowly... So: Do you guys think formula's cause leaks? My trigger contains lotta formula's like: 360.00/(real_var/20.00)...
  16. Frozenwind

    [leak] short question 'group'

    Should I 'null' unitgroup global variables after doing: ? call DestroyGroup (udg_unitgroupvar1) Or should I only do set udg_unitgroupvar1 = null What removes the entire leak? NOTE: I use the variable later in-game too.
  17. Frozenwind

    pass local into timer and return

    I wanna know wether it's possible or not to pass some local value into a timerfunction and then return it. I got some offset variable and I want to pass it into a timer and then increase it and the timer reruns. I got this: I got that I want the function that I marked with "//////" to happen...
  18. Frozenwind

    Why I can't store my global into a local? (location)

    This is the trigger: TB Cast It Events Unit - A unit Starts the effect of an ability Conditions (Ability being cast) Equal to Triangle Beam Actions Custom script: local location array loc Custom script: local unit cast = GetSpellAbilityUnit ()...
  19. Frozenwind

    Store lightning into local

    lightning in local ---> see post #8, this is outdated! Well, I got this trigger... I've put "Game - Display Text To Force" so I could confirm that the trigger and all loops run, but the odd, the functions withing the loop seems to do nothing. Custom script: local unit cast =...
  20. Frozenwind

    Damage Type in trigger

    If you got this function in your trigger editor: Unit - Cause Temp_unit1 to damage Temp_unit2, dealing 50.00 damage of attack type Normal and damage type x What do the different damage types do? Example: What's the difference between "Shadow Strike" and "Fire"? Here is an image of the damage...
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