With 5a my code compiles fine but with 5d I get an error inside a function where i declare an array of structs .. specifically where I set the size of the array like this: [12]
Why is there a difference here preventing compiling in 5d but having it work in 5a? Is there a new way to declare...
I could just sit myself down and code it .. but does anyone know of a JASS system that easily sets the movespeed of a unit > 522?
I realize that this requires specialized code to do a kind of "sliding" effect .. I'm just wondering if there is a system already out there I can use or if I have...
so apparently creating a locust, giving it ghost, and sharing its vision doesn't actually share its vision .... =\
So I want to create locusts .. visually hide them from certain players and show them to others.. is there any way to do this? UnitShareVision isn't working :(
So my map seems to randomly desync players... never players that are playing with me in my minigame (the host), but it will desync players on other minigame boards
here's what's happening:
Randomly: ALL players on a minigame board will disconnect.. at the same time.. and it only happens...
Game information and download:
http://www.strategicadvancegame.com
Strategic Advance is now in beta ! :D
But I need your help!
I just recently started testing the map with more than 2 people playing and I'm finding a ton of bugs.. some way worse than others.. Since these bugs only come up...
How does one do this?
I've been trying setting the vertex color (transparency) but it seems like the transparency setting there does nothing at all...
hmm NM it seems to be working now :o
sorry
Is it possible to change a unit's icon using triggers? or perhaps just gray it out? (the icon seen at the bottom of the screen when the unit is selected in a group)
I had thought about possibly morphing the unit to do this.. but I have a number of triggers that check specifically for the unit...
What is up with the selection event?
It seems to sometimes mess up.. if you call GetUnitsSelectedAll (Get units selected by player) it will sometimes get the correct value (the selected unit) and sometimes will come up with more units for seemingly no reason at all
the thing is though, its...
It looks as though the select unit event won't fire if you select a unit within an already selected unit group
as in..
let's say you highlight 12 units and then in that group of 12 at the bottom of your screen you select 1 of them to be the "highlighted" unit .. the select unit event...
So I want it so that when a player selects a unit, it will add a bunch of other units (based on a unit group) to the player's selection..
but I don't want to fire the select unit event when adding those units to the selection, I just want to add them to the group (while keeping the unit that...
so I was told that TrigerRegisterAnyUnitEventBJ leaks 12 null boolexprs
here it is natively:
function TriggerRegisterAnyUnitEventBJ takes trigger trig, playerunitevent whichEvent returns nothing
local integer index
set index = 0
loop
call...
I have just 1 question for this...
I was able to replace everything in the Upkeep user interface with my own stuff.. except for some text that says "100%" .. does anyone know where I can find this text so I can replace it?
Thanks :)
It would seem that I can't sell items back to the shop even though they have a sellback price..
I haven't done anything different than usual .. except that I made the shopkeepers sell units instead of items in order to fix it so that items combine ok even if the inventory is full
What about a...
I can't get my loading screen working from following the tutorial on this site.. The loading screen just comes up completely white
The only difference for me is that I used photoshop.. but I don't think that's the problem because my map preview screen works just fine (from photoshop)
One...
Is it possible to give an item to a hero in a specific slot number? (or move an item to a specific slot) ?
If so.... how?
Thanks :)
I coded something that should do the trick:
function AddItemUnitSlot takes integer itemId, unit u, integer slot returns item
local integer i = 0...
Is it possible to trigger silence? as in.. just turn it on and off for a particular unit? (it stays on forever unless you turn it off)
Right now I'm thinking just create a dummy unit to cast silence on the unit I want to silence (setting the buff time to be 0 so it lasts forever).. and then...
I can't seem to find this one.. Not the alchemist coin explosion sound but just the little "ching" coin sound..
If anyone knows its name that'd be awesome...
Thanks :)
EDIT:
Found it finally
Sounds/Internal/Abilities/Items/ResourceItems/ReceiveGold.wav
Is something like this possible?
I want to change my food over to "Item Charges"
I've visually done this (food now looks like / displays text "item charges")
What I want to do is set items with castable effects to use up food (not mana)
So lets say you have 0/0 Food (item charges)...