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    A quick question about point and how to remove them

    Yes it is leaking. If you want to clear it you'll need to set every point into a variable first and then refer to that and destroy it at the end. Melee Initialization Events Conditions Actions Set temp_loc = (Target point of ability being cast) Unit - Create 1...
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    Trigger Help: I need to use (know) then Legion TD bounty system.

    I've been working on a 'Legion TD' style map for a while. I used custom values to store the player number of the original owner of each unit. You could do something similar and change the custom value of the trained unit to the owner of training unit and then recreate the bounty system so it...
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    Looking for buying item converts it to an ability trigger help

    Untitled Trigger 001 Events Unit - A unit Acquires an item Conditions (Item-type of (Item being manipulated)) Equal to YOUR ITEM HERE Actions Unit - Add YOUR ABILITY HERE to (Triggering unit) Item - Remove (Item being manipulated) This should...
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    Super Lag Problem Help!!

    ]wc3[ ]/wc3[
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    Clearing Hashtables

    I've read through a few threads but I'm still not very sure about whether or not hashtables need to be cleared, or when. Take these 2 triggers of mine for example: If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Percentage life of...
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    MUI Spell little problem.

    http://www.thehelper.net/forums/showthread.php/83500-Making-MUI-spells-in-GUI http://www.hiveworkshop.com/forums/trigger-gui-editor-tutorials-279/hashtables-mui-133407/ I've just only started to learn and use hashtables for MUI spells. It's definitely feels more organized and easier to...
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    Referring to Unit Spawned by Black Arrrow/Parasite

    I could also just pick all units of type but I try to avoid periodic triggers whenever I can. The Unit Enters Region event, at the moment, does what I need it to do. The unit group idea sounds great for detecting units dying under a buff, I might use that in the future. Thanks for all the ideas.
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    Referring to Unit Spawned by Black Arrrow/Parasite

    I was trying to avoid it, but I guess I'll have to do something like this. Not sure how efficient it'd be memory wise, I need to detect the spawns so I can change their custom values and owner so I guess it won't really be a problem. I just tried that and it doesn't work. I also initially...
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    Referring to Unit Spawned by Black Arrrow/Parasite

    Is there any way to do this? I've tried 'Summoned Unit' but that doesn't work. I'm sure checking for buffs doesn't work either since the unit killed would be dead. Are there any other methods other than triggering the black arrow/parasite spell?
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    Get which player is controlling a Unit (and using skill with that unit)

    For your first question this should work fine. Log 2 Events Unit - A unit Begins casting an ability Conditions (Ability being cast) Equal to Healing Wave Actions Unit - Order (Triggering unit) to Stop I don't think that'd work for autocast heals...
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    Play Sound for One Player

    I've done a lot of searching but I'm quite clueless about custom scripts/jass other than removing the common leak, so I don't exactly know what to do. This is what I've got so far: Back Events Unit - A unit Starts the effect of an ability Conditions (Ability being...
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    Automated pick new unit after a spell has been used

    You could use a unit group variable and add your characters into there are no more units in them, and remove them once they cast a spell. I'd also store the characters into their own unit variables to make it easier for the order of battle instead of randomly picking who gets the next move.
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    Time Elapsed Timer

    Timer windows cannot be displayed at map init, use time elapsed instead.
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    Trigger assisted item ability, a little help please.

    Is there any reason for the extra Item - Remove (Item carried by SentinelSoulStone of type Soul Stone) Hero - Create Captured Soul and give it to SentinelSoulStone in the second trigger under else? Sorry, could you also explain what's not working as intended? EDIT - wasn't sure about...
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    Win condition fails

    You could also add a periodic timer event into the first trigger and it should work.
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    Defeat

    Post what you've done so far.
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    Item moving back to priginal place

    Put your code inside [/wc3] [/wc3] tags without the / in the first one.
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    Huge Problem...

    You change it in Scenario -> Player Properties at the top. Click of the 'Forces' tab and tick 'Fixed Player Settings'
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    quick question about unit group - pick units

    No to the second one, not sure about the first.
  20. S

    Get Gold/Wood cost of a unit

    Bounty works just fine. It's just that the unit killing belongs to Red and he gets the bounty, whereas I want it to go to the custom value (which is the index of the player) of the unit killing it instead.
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