Ok thx + rep, but how sould i make it then, i'd rather not have a trigger for each item :/
i have only used jass for a week now so im a bit of a noob ._.
i dont think that works like how i want it to do , it returns a long number something like "1227423291" i want it to return the id like "I000" :confused:
and btw can i add a ability to a unit without using the ' ' around the integer,
if i have the integer A000 or something can i add it as an...
ok i know what u mean but how ?????? if i make local integer i = 0 and then set it to something else, it will reset everytime the function is called again :s
got a small problem with this trigger, it refuses to work when i set the variable :S
<--- Does Not Display Anything
function Trig_Purchase_Actions takes nothing returns nothing
local integer i
set i = i + 1
call BJDebugMsg("lol")
endfunction...
i'm having rly bad memory leak problems , dont know what's causing it
reals and integers doesn't leak ???
function Trig_Cast_Actions takes nothing returns nothing
local real x
local real y
local integer r
local integer g
local integer b
local integer spell
local texttag text...
Hello
any idea of how i can make this better/faster/more awesome?
and does it leak ?
function Trig_InitTrig_Move_Conditions takes nothing returns boolean
if ( not ( CountUnitsInGroup(udg_SpellGroup) > 0 ) ) then
return false
endif
return true
endfunction
function...
got another small problem, the last created unit doesn't get selected :confused:
function Trig_Untitled_Trigger_001_Actions takes nothing returns nothing
local integer i = 0
local location pos
call FogEnableOff( ) // to disable fog of war
call FogMaskEnableOff( ) // to...
hey im trying to learn jass, how should i make this into jass in the cleanest way possible, converting to custom text looks like a pile of ****
example
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players matching...
removed that part of the trigger in wait for a solution to this problem
but it looks like this with the above condition right under "Else - Actions"
so that means if the condition is true it should change the missiles direction accordingly to the position of it's target.
Move and kill...
Im not sure what you mean with with the slow unit but i dont think it will help as everything is made with triggers so i should only need the normal missile unit.
i'd really appreciate some help on the math part to get this working.