I've made some models myself and I have successfully implemented them in wc3, but the problem is when I call DestroyEffect() it takes about 4 seconds before the effect disappears. This only happens on my self-made models, so I'm guessing it has something to do with the .mdl file.
Could it be...
Ok so I tried this:
call AddSpecialEffectTarget("Abilities\\Spells\\Orc\\Bloodlust\\BloodlustTarget.mdl",u,"hand,left")
call AddSpecialEffectTarget("Abilities\\Spells\\Orc\\Bloodlust\\BloodlustTarget.mdl",u,"hand,right")
But both effects appear on the same hand, so how are you supposed to...
Hello.
It seems that using PauseUnit() on units that are on low ground (negative Z-height) causes them to run berserk instead of being paused.
Are there any other good ways to pause a unit, or is there a fix for the bug above?
I was wondering, which method is best/fastest?
#1
function ThisFunctionRunsEverySecond takes nothing returns nothing
local group g = CreateGroup()
call GroupEnumUnitsInRange(g,x,y,400,Safe)
// actions
call DestroyGroup(g)
set g = null
endfunction
#2
scope something...
Hello
I have a question, for example, look at these functions:
function Spawn takes integer i returns unit
local unit u = CreateUnit(...)
return u
endfunction
function test1 takes nothing returns nothing
call Spawn(1)
endfunction
function test2 takes nothing returns nothing...
Arkan & Pidda Presents
Latest version: 2.13
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Forums: http://z7.invisionfree.com/DarkInvasion
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Short introduction
Dark Invasion II is an ORPG that is heavily customized...
I wonder if this method is safe? I tested it and it appears to work fine.
The reason I ask is because I have never seen anyone use it.
function test1 takes nothing returns nothing
call BJDebugMsg("test 1")
endfunction
function testn takes nothing returns nothing
call...
Not sure where to post this...
I was wondering if I'm the only one who has an annoying "static noise" sound whenever in the world editor or when playing a wc3 game? It's pretty low volume and it disappears whenever you click and hold mouse button 1, but then it comes back again when you...
Is there an ability that makes the health bar invisible of a unit? I mean the health bar that appears when you press Alt. I thought Invulnerability (neutral) did it but I was wrong.
Is it possible to use the same image for both BTN and DISBTN (thus saving space)? I don't want a green box, but I don't want to spend extra space on a DISBTN...
I want to find out if a player left-clicks on an item on the ground, is it possible?
EDIT: I've decided to use a dummy-unit instead, still it could be good to know if it is possible?
So I notice it is possible to make maps as big as 480x480 tiles in NewGen, and if I remember correctly, maximum is 256x256 in vanilla WE. So are there any downsides with creating a 480x480 map, will it have abnormal lag?
Look at this:
local real a
local real b
local real c
set a = 8/50
set b = 5
set c = 6/3
call BJDebugMsg("a: "+R2S(a))
call BJDebugMsg("b: "+R2S(b))
call BJDebugMsg("c: "+R2S(c))
It shows
0.000
5.000
2.000
Why does it show 0.000 instead of 0.16 ?
I...
The "Toon Boom" effect is really cheesy and annoying when you pickup a power-up item such as a rune, I can't seem to find any option that allows you to remove it.
Do I have to import an invisible model and replace its path or is there a better way?
First I exported the TeamGlow00.blp, painted it black and reimported it, didn't work squat.
Then I went to object editor and set the Art - Color to Neutral Hostile, but still it becomes Red when I spawn the unit for player 1, so that didn't work either.
Then I opened the model (arthas in...
local real rr = 308*(1+(GetRandomInt(0,300)/10000))
call BJDebugMsg(R2S(rr))
This ALWAYS shows 308.000
I don't get it? there should be a 3% deviation...
Just realised maybe I should use a I2R, I'm stupid.
It seems there is a limit for a function to take 31 arguments, I need 32 :/
Does the length of the argument strings matter?
I have:
function RegisterUnit takes integer i,string n,integer ra,integer sou,integer rr,integer lc,integer lv,integer hp,integer mp,integer at,real c0,integer...
I have a problem, say I have 4 players that each have an integer array that in turn holds another integer array, how would I code that?
x, y and z are integers
I want:
Player[x]_[y] = z
instead of:
Player0_[y] = z
Player1_[y] = z
Player2_[y] = z
Player3_[y] = z
Is it possible...
First time I'm working with key events, I'd like to know these questions...
1. Is there a function like GetPressedKey()? I couldn't find any...
2. Assuming 1. doesn't exist, would this be a good work-around (it would be MPI right?)?
function Scroll_in_inventory_con takes nothing returns...
I was wondering if it is possible to compress, say 75 booleans (or integers with 0/1 values) to a small number to use in a save/load code?
Is it possible without consuming shitloads of digits?