Yeah that I figured it out, it was for something else but I don't need it anymore, I got my Hashtable to work and dude...it's SO better than gamecache xD sorry for not seeing it sooner
so easy to work with too, I'm lovin' it!! ^-^
maybe, but as for me hashtables doesn't work so I use a gamecache even though I got another problem that seems to bother no one other than myself u_u''
first problem (hashtable)
I can do anything (YES I initialised my hashtable u_u) it's always empty
second problem (handles)
I saw many...
I did research and those are functions Icefrog made for faster coding
What they do is writing in a GameCache to save information (wich is like a Hashtable but I like GameCache more than Hashtables, well I'm kinda strange to begin with)
Answer to the questions
1) SetHandle is the...
It wasn't a thread to make rupture, I just used a part of the code as an example 'cause if I only come with "call something" you're like 200 to ask for full code. I just want a way to transfer locals through a timer. I do not have my hashtable code, I deleted it since it didn't work.
do you...
yeah ok we'll say you helped
but hashtable doesn't work in newgen so those set handle used by icefrog, at least in DotA 6.41 open object (he could have changed it since), are the only way to transfer locals through a timer
This is the code used by IceFrog for Rupture.
function Trig_Rupture_Actions takes nothing returns nothing
local unit lr7=GetTriggerUnit()
local unit lr8=GetSpellTargetUnit()
local location lRb=GetUnitLoc(lr8)
local integer lmZ=GetUnitAbilityLevel(lr7,'A0LH')
local timer...
Is there a way to force a skill to start it's cooldown?
i.e. I cast SpellBreak, a skill that put a buff on me for 5 seconds. While I have the buff, an enemy cast a spell. I want to be able to cancel the casting and put the skill in cooldown
I downloaded newgen WE but when I try to do anything with it it crash and when I try to open my map it says that its from a newer version...isn't there a newer pack or should I just say F You and continu with normal editor that can't do what I want perfectly?
Storm Seeker IS a Permanant Immolation with a 3.45 seconds interval. The only thing that the trigger does is hexing Razor for 0.01 second for a reason that I haven't found yet
EDIT: ok reason found with the post before mine sorry ^^''
First problem
I had some custom icon to skills and items. I put them in ReplaceableTextures\CommandButton, import them and I got both BTN* and DISBTN* but they still appears in green when they can't be learned(for skills) or bought(items), why?
Second problem
The random function doesn't...
ok...but there's nothing to learn there and it's not finished yet
function Trig_Magical_Stone_Func002C takes nothing returns boolean
if ( ( GetItemTypeId(GetManipulatedItem()) == 'I00H' ) ) then
return true
endif
if ( ( GetItemTypeId(GetManipulatedItem()) == 'I00I' ) )...
[Resolved]set integer = 1 + 1 is an invalid type
when I try to enable this trigger it tells me that set liSlot = liSlot + 1 is an invalid type for specified operator...
function Trig_Magical_Stone_Actions takes nothing returns nothing
local item litComponent1
local item...
[Resolved]Trigger Problem
Ok, there will be a lot of information so I'll try to be as clear as possible :p
I want to do a skill like the Charge of Barathrum in DotA, I took fearie Fire as they did in DotA and all is perfect.
The skill makes the caster darker and a little transparent.
Also...
I did a skill in wich flames fall at random position at regular interval. The trigger is supposed to work since the editor doesn't disable it. But since I did it, I got compile error even with triggers I don't know where the hell they come from. I wan't to know if you can find something that...