Hello,
decided I'd give crack at writing something in LUA and a little trip back to memory lane on WC3 sounded like a nice idea.
I'm struggling however to just replace a unit selected from a unitgroup!
Would appreciate a set of eyes from the JASS guys, let me know if you spot an issue here...
yep - smoke is a standard part of life now :/ The first day it was something crazy but it very quickly became normal. The concern is that these fires are much earlier than normal and we're just hitting our hottest/dry-est month now.
Also I heard Koalas may be functionally extinct due to the...
So I have a morph ability for a unit using base spell robo-goblin.
when spell is cast abilities are removed and replaced and set to original level of abilities.
Abilities stored as array ability variables HeroAbilityX[player number] and HeroAlternateAbilityX[player number]. To detect if a unit...
I may have been doing this too long. That didnt even occur to me. Cheers
EDIT: I remember why and it wouldnt work this way but I decided to persue an easier route
So I am running this omnislash inspired trigger with a simple loop a from 1-10.
Sometimes it hits every number from 1-10 but most of the time it skips from 4-8 and stuff and I dont understand why or how to fix?
code below
Test Spell
Events
Unit - A unit Starts the effect of an...
So I want to track ability levels of heros throughout the game. Would be easy if the hero abilities were constant each game however I am going for a construct your own hero approach.
I made variables for hero ability [ability number[player number]] which are set as the abilities when player...
So what I am aiming for is: Unit takes damage
Negate Damage Taken
Deal Damage Taken to (Unit Variable) <- which would be the previously targetted unit of the spell
So all damage dealt from all sources to the hero will be negated and instead dealt by the hero to the enemy we have previously...
Cant get the trigger to detect damage taken. I know it doesnt work well using event is attacked and event response damage taken but is there a way I can get this to work well. Want it to reflect damage from all sources only to a single target not to all like spiked carapace.
Current code not...
Yeah that was it. Furthermore:
Does the below leak?
Spawn 1 1
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 8, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then...
Hi guys,
Spent the entire day trying to get this pathing system going on this casual map I am making for my friends to play as a group.
Anyway, for some reason it just will not work and the spawned minions are getting hell confused and walking around for ages before continuing.
Map URL...
I had something similar to this using buffs instead. I can get everything working except the 'detect when channel finishes' which is based on the channel spell.
'Finishes casting an ability' doesnt work when I do it for channel, even showing a simple success message as an action doesnt show up...
Hi,
Making a spell that will resurrect a hero when completed but will cancel if attacked during the channel. Cant figure out what triggers to run to get this to work, I think the problem is mostly with channel as I cant seem to detect when the channel actually finishes and am not sure how I...
Hi,
I want to have like a 10 (1/10) chance of an action concurring
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random real number between 1.00 and 10.00) Equal to 1.00
Then - Actions
Floating Text - Create floating text...
My calculator reads pdfs so I just put solutions to everything on their and in exams just follow the steps I did at home. Never failed anything thanks to my trusty calc.