I have a square, and I'm randomly placing 60-80 (although I'd like to be able to do 100) towers into it, and I need to make sure there's a path to the other side. The trigger I have right now lags when that many towers are placed out, so it is a little bit of a pain. Anyone know how I could be...
I'm making a turn based game. Only one unit should be doing anything at any given time, so pausing all the others seemed to make the most sense to me. It just creates stupid problems with the way they handled pausing in WC3 :/
I'm making a spell based off Breath of Frost, but it's going to be cast on paused units. It doesn't seem to want to give the buff to any of the units it hits, I'm guessing as a result of this. Is there an easy way to work around this, or should I just try to pick the units that would get hit...
No, maybe I wasn't clear. I'm making a spell like cleave, only it's manually cast and I want the damage to be triggered. What's the best way to select all the units to cleave the damage to?
How would I get a unit group of an arc in front of a hero? The spell is point targeted, if that matters.
Basically I want this:
..................
...........o......
....x.............
........H....o...
.x.........o......
...x..............
..........o.......
...
Here's the trigger I tried using
Custom script: call IssueTargetOrderById( udg_unit_list[1], udg_SpellArray[udg_temp_count], udg_temp_unit )
When I used IssueTargetOrder it complained about it being an integer, but it liked that all right. However, the unit just kind of stands there...
I thought I had a handle on them, but when I tried putting them into use I appear to have failed miserably. What am I doing wrong?
Here's my spell array
Initialize Spell Array
Events
Conditions
Actions
Set SpellArray[0] = Cure
Set SpellArray[100] = Ice Bolt...
The unit is going to have whatever spell I pick. The spell array itself is dependent on what unit it is, so if the unit only has one spell the array will be 1 spell large and that will be picked every time.
I have some abilities put into an array, and after I randomly picked a number I want the unit to cast the ability from the array at that number. I.E. if SpellArray[0] was Acid Bomb, and I picked 0, I want to order the unit to cast Acid Bomb, but if SpellArray[1] was Thunder Clap, and I picked 1...
Oh, sorry, I wasn't clear. I figured out the first issue shortly after you pointed it out to me and I sat down to try to explain what was going on. The one I still don't get but works now is the flee trigger. Do you know why that one was executing when the point value was 1?
Yeah, that fixed it. Don't know why that didn't occur to me. I'm still curious as to why it was running in the first place, but at least the issue is gone. Thanks for your help. +rep
Hrm. Looking at that first loop you mentioned, I'm not sure what it's doing. What I had wanted it to do was cycle through each slot, figure out which unit had the highest agility, and then put them in that slot, remove them from the group so in the next slot it wouldn't put them in again, and go...
Okay, couple things going on here. I'm making a turn based game, and at the start of the battle it assigns turn order based on agility. That's here:
EDIT: Fixed my first problem.
Next issue is with my enemy AI. I'm using point value to dictate which AI they have. Point value of 1 means they...
Nevermind, I got it fixed. Friend brilliantly suggested I just have the enemy treat me as an ally for the duration of the spell, and it worked like a charm.