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  1. X

    Flying units repel each other

    yup i did that, but they are still repeling. exactly similar to my screenshots. :confused: edit: ok i finally found out! movement - Group Seperation. setting it to false will stop all these. thanks for the help anyway. i am sorry for wasting a thread without trying long enough, and posting it...
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    Flying units repel each other

    if i set their movement to none, they are not able to fly. also, that symptom i mentioned still occur. am i doing something wrongly? edit: even with windwalk on, the units still exhibit such behaviour
  3. X

    Flying units repel each other

    I have custom units which have movement type fly, the problem is that when i move them close to each other, even though their collision size is 0, they will repel each other, until they do not overlap each other. I have tried many ways, including turning off pathing for the units via triggers...
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    conditional wait minimum cooldown

    noted. and thanks! +rep *edit: and, i just got a problem. apparently, the callback assigned to the timer does not support loops. calling a function normally through triggered events made the loop function normally, but when called from the timer, it simply runs just one time. is it an error on...
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    I'm new to the Jass

    you could press CTRL-D in the object editor to view the unit's object ID if i'm not wrong. to set it, i am not really sure how to do that, but i use Gen NewGen pack's editor, and every time a new unit is created, it automatically prompts me to enter the object ID.
  6. X

    conditional wait minimum cooldown

    yup, i did it the functions way. just wanted to explore if there were any efficient ways of using that conditional wait loop. seems like it is always inefficient, even with timers right?
  7. X

    conditional wait minimum cooldown

    because there are many triggers setting the boolean, as there are many minigames. i wouldn't want to paste what is after the wait all over so many triggers. also, if i were to make a global function such as Actions_After_Minigame_End(), and run it after the minigames, it would be again, messy as...
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    conditional wait minimum cooldown

    i have updated the first post with what Minigame_End_Check does. i'm sorry, but i don't quite understand how to use the first timer example provided, as well as how TSAs are BJ or non BJ. however, for the second one, i understand that i am supposed to continue the rest of the function after the...
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    conditional wait minimum cooldown

    so timers are much more accurate than TSAs, and to apply it in this case i have to start a timer, then catch it with the exitwhen statement? so now i will need to check for 2 conditions, whether the timer is up, and whether the actual condition is true. Is that the implementation you have in...
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    conditional wait minimum cooldown

    this is just a very basic general question, and although i have spent a little bit of effort searching for a thread on this topic, i only got 1 relevant thread with the keywords "minimum interval check condition", and though the thread does provide some possible answers, it does not totally...
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    function return problem

    >>because local variable need to be nulled except real and integer you don't need... does it need to be nulled because it will leak or because it will affect the values later? and anyway if thats the truth ill have to start CPing nulls around my whole map...
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    function return problem

    i kind of understand everything except for the Atan2. what does it actually do? im no math genius but does that get the tan of 2 points? *edit and why did jedi null the locations even after he removed them
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    function return problem

    what do you mean by its leaking everywhere? how do i avoid it and how to use X and Y without leaking?:confused:
  14. X

    function return problem

    i have this function used for a boolexpr that does this: private function lockcond takes nothing returns boolean local location compareloc1 = GetUnitLoc(MissleDummy) local location compareloc2 = GetUnitLoc(GetFilterUnit()) return(IsUnitType(GetFilterUnit()...
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    ForGroup calls in struct methods

    thanks much for the help :D im noob.:mad:
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    ForGroup calls in struct methods

    this is vjass. I have a method that needs a local group that picks units within range of location and i need it to have conditions. unfortunately, the function asks for a boolexpr and as far as i know a function is needed for a boolexpr(i tried using method but got a syntax error instead), and i...
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    Z of Unit

    i know this is a relatively old thread, i believe its dead so i dont think i am jacking the thread. is there a way to lock the model animation so it will not automatically rise or lower itself when approacing cliffs?
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    JASS: So You Want to Learn JASS?

    do local variables leak? sorry im new.
  19. X

    System TrackMapSystem

    i know this thread is 3/4 year old, but just asking, is this not compatible with the 1.24e world editor? the test map worked when i tested it but when i tried disabling and reenabling both the event and trackmapsys triggers because those in my map failed, and warcraft detects loads of problems...
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    Tooltips

    Energy Mantle - Wearing this just makes your day better and feel more intelligent, as well as some protection from incoming bird droppings. Just a suggestion, i think frozen shadow's is better
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