Oh my gosh, my thought exactly. XD (sorry Laiev, but that was my first thought)
Anyway, the problem is, while yes it technically does move the unit from the yellow portal to the blue port, but then the unit is stuck there trying to move and keeps being sent in the middle of it.
Umm...
Ohs, okays.
Haha, well, I techinally didn't know >.< like I said in title, idiot coder.
Haha, we all make mistakes, take me trying to code for an example >.< lol
Edit: also, a suggestion for the timer? XD
Okay, so I finally got some time to try it. It didn't work, first off, the private struct isn't in a scope or library. There was a few typos mainly the offset functions being called., and shouldn't it be call SetUnitFacing(u, a)
not
set SetUnitFacing(u, a)
Also, after doing those few...
this is for Laiev also.
Okay, if I use the GetUnitsInRangeOfLocAll, it returns a group, how am I supposed to compare each unit to the facing of the portal? And since the position of the unit vs the facing of the portal, effects how it will move them, that means I need to single out every unit...
Because I need to check which way the portal is facing, if the unit enters the portal from the front, it'll come out the front of the other portal, and vis versa. So I'll be checking the angle between the portal and the triggering unit.
Well, I guess I could always add an if then else to the...
@lorax, okays. Actually I decided to use another function that checks the unit then returns a global integer.
@Laiev I'd avoid BJs if I could, but at the moment, I'd just like to get it working in the first place. And locations are needed. Like I said in my first post, I'm trying to recreate...
Oh right I forgot about the channel ability lol. But anyway, there is no spell effect on the spells. I've also changed up what "p" is, its now a global that is set to "GetConvertedPlayerId(GetOwningPlayer(u)" [u = GetTriggerUnit()]
But anyway, I'll try it.
Oh also, what do you think about...
Okay, I found the problem. I forgot to add Trig to the function Init_PY takes nothing returns nothing so it'd become function InitTrig_PY takes nothing returns nothing But then, since the creation didn't work, I just decided to go to BJ, even tho I know its not as good, or at least that's what...
Alright, so set everything as you said + some extra modifications (name changes and added a condition) Saved fine, but the unit wasn't created.
After messing around a little bit, I decided to have another trigger do the creation. But after a little testing, I realized that for what ever...
Okay, so I'm trying to make a Portal remake into wc3, well, not a remake, but general idea of portal into like, a PvP game, or something. Anyway. I was working on the creation of the portals. And for what ever reason, JASSHelper is saying I have 4 errors. I don't get why these are syntax erros...
Alright, the list is finished. If you want anything changed, either let me know, or change it yourself. If you want actual special abilities for the combos, such as Sevion's liquid fire, let me know. And yes I know the abilities are based off of what it currently has.
I'm working on a list for you, if its good or not is a different story. But I do have all the combinations, effects are just my opinion and you could put them up for people to make.
Personally I like, water = slow, fire = dot, lightning = dmg, & nature = stun, and each effect is effect by...
@ cleeezzz.
Lets see... I say that they don't stack together, well, more like this, if a target is burned first, then iced, the burn is reduced by total chilled. And vice versa with chilled then burned. But if target is chilled, then burned, then charged, it deals extra damage, due to, 1: the...
@ Weep
I would, but for what ever reason, the model editors don't work on my system. That is the main reason I asked :P other wise I'd find out for myself XD
@ _whelp
Mmm... damn so no constant name huh? That is gonna a pain =/
Alright, well I've been poking around in the JASS Manual. And I noticed this line of code
SetUnitLookAt unit whichUnit, string whichBone, unit lookAtTarget, real offsetX, real offsetY, real offsetZ
Now this caught my eye because of, "whichBone". I looked into wc3's GUI, and apparently...
lol alright :P
I know you know >.< the link was mainly for other people who don't know it :P
^^; well good luck with that. hahahaha >=) evil, unbeatable AI!! WOOT! XD
Hmmm... While yes I agree that its almost too hard, but I think finding some way for the AI to learn, or at least record information will help improve it. Or even yet, find an open source chess program that comes with an AI, and learn from that AI to build the WC3's AI.