Hey all. I was thinking of implementing a new attribute system for use in my AOS. Please take a moment to read, and comment on what ways you think this system might work or fail. Keep in mind this system is for AOS types of maps (hero vs hero) and that I'm not trying to invent a new wheel here...
It doesn't matter if it's gui, or what kind of jass, But does somebody happen to have the code of the function that places a textmessage with the correct sound/color/position/size etc... so that it's just like a normal error message?
When I have a trigger, and inside the trigger I have the functions Trig_Conditions, Trig_RandomFunction and Trig_Actions. I know actions and conditions can use things like GetSpellAbilityUnit() or GetTriggeringingTrigger(), but I can also those in the RandomFunction? and will it give the correct...
Which of these two ways of handling certain triggers would you prefer? Also consider if instead of 3 triggers, you had 100 triggers. or maybe even 1000 :)
Or this way:
There used to be such a thread, similar to this one
(Only explains items, not hero skills)
http://www.playdota.com/forums/4099/triggered-item-abilities/
but I lost all of my favorites in my browser and now I can't seem to find it again. Does anybody knows what I'm talking about and...
When a hero dies, it doesn't truly die because it can be later revived anywhere. The map "keeps the hero in the game" unlike normal units. Now, when I use a hero as a dummy unit, and kill it after use, it won't get cleaned up properly. Will using "Remove unit" work rather than using "Kill unit?"...
Just wondering, how exactly is a string converted to an integer?
Also, is it (although unlikely) possible to overwrite a value stored in a hashtable by for example using StringHash("popcorn") as a childkey, and accidently using 5156842 as a childkey for another value, under the assumption...
If I use a hashtable, and I "attach" some stuff to unit X by using unit X as the parent key, and then unit X dies, will the hashtable clean itself up and remove the parent and all childs associated with it (unit X), or do I have to clean this up manually by using flushparent to prevent the...
When set a group variable to contain all units at a certain region, will it also add hidden units? also, if a spell deals damage in large area, will hidden units take damage (assuming they're enemies)? Will hidden units regenerate life and mana (when they're heroes) like normal units do? do they...
When checking out newgen, I come to the conclusion I'd prefer my WE to only have UMSWE 5.0 and TESH. How do I remove grimoire, rct, jasshelper, all the other stuff?
One thing I never understood when learning programming is why make everything private? What's the use of a scope? When are there advantages to using this?
I don't see the advantage of making it so certain parts of your code cannot acces other parts of your code because they're private. Why...
Whenever a hero gains a level, he or she gains a skill point. These point can be used to learn a skill.
What I want is a way to turn this off, but I do want my hero to level as normal. In my game, each hero gains 1 skillpoint every 5 minutes, regardless of level(s gained)
Is there a way...
EYE OF THE SPIDER
UPDATE: Download the test map on the bottom of this thread. Any feedback is welcome!
In this map, you explore a secret temple indiana jones style! solve puzzles, dodge boobytraps and find ancient relics to aid you on your quest for a treasure beyond measure: the eye...
ReleaseTimer() //not a native, used in timersystem
ReleaseMultiboardItem() ---> MultiboardReleaseItem() //Destroys a handle of type multiboarditem
AbortCinematicFadeBJ() // This will immediately cease the currect fade out/in and go back to the normal screen
PlayerSetLeaderboard() //When using...
So when you're making a cinematic, and you want units to actually say something, you have to use the "send transmission from unit" action. By default, this shows the text on the bottom of the screen, a picture of the unit talking, and then a background color. In this example teal is talking...
My leaderboard should only contain 1 player, but for some reason it's huge!
Here's the code:
PS: udg_SpiderBoard starts as un defined global variable of type leaderboard
function Quest5 takes nothing returns nothing
local integer I = 1
local player P = GetTriggerPlayer()
if...
I have players 1-8 which are allies and player 10 who is an enemy. At a certain point in the game, a swarm of spiders starts attacking your team. I want the swarm to be visible to the team (you see everything a spider can see), but not all other units from player 10.
For unholy reasons, I...
Like the topic says, I have about 50 units (teleport stones) on my map which all do exactly same thing when your hero comes near them, EXCEPT that I need to do a few stuff to the specific teleport stone once your hero got close too.
So problem is, what is the easiest way to detect the unit...
What I want:
when the game starts, the normal music themes plays depending on what race you have. At a certian point in the game, I want that music to stop and I only want the song "PursuitTheme" to be looped
What I tried:
call PlayThematicMusic("Sound\\Music\\mp3Music\\PursuitTheme.mp3")...
at a certain point, I want the game to play "undead music 3" until a condition is met, and from then I want it to resume the normal music (human1,human2,human3,humanX)
The best I can come up with is this:
Actions
Sound - Play Music Theme Undead3
Wait (189) seconds
if all conditions are...