Anything in particular that needs an update ? (except attaching the files directly to the post, which I'm too lazy/don't know how to do)
{sorry about the late reply, I don't visit this website too often, these days...)
Yes, it is made by an experimented mapper and it is a TFT-quality map. Many people think that because a map was made for RoC, it is worse than a TFT map ( which is like racism, but for maps... mappism ? RoCism ? ), and many even think that it's not possible to make a TFT map playable in RoC if...
This tutorial explains how you can make a map in the Frozen Throne's (TFT) World Editor and then convert it so all your Reign of Chaos (RoC) friends can play it.
This method allows you to use almost everything TFT's World Editor has to offer and also allows the use of TFT-only spells. This...
That one does depend on your hero. If the hero already has a fast attack speed and/or the damage is not major, this doesn't matter so much. But I have to admit that is a lot of conditions. I'm just saying it can be done if those conditions are met without reaching imbalance.
And how is the...
Why so ? Ever heard of the "A unit is attacked" event ? Unless there is a unit with major evasion chance or something, it shouldn't matter too much.
It's not that bad...
You'd have to trigger it all, for you can only ally/unally players, indeed. You can unally yourself, though. It will take away the control from your own units, that's pretty much all it'll do.
function FinishCinematicFadeAfterBJ takes real duration returns nothing
// Create a timer to end the cinematic fade.
set bj_cineFadeFinishTimer = CreateTimer()//<<<<< this
call TimerStart(bj_cineFadeFinishTimer, duration, false, function FinishCinematicFadeBJ)
endfunction...
Unit Group - Remove Caster from HomingGroup
The variable Caster wasn't set before. That should be (Picked unit).
//
Set DummyLoc = (Load 6 of (Key (Picked unit)) in HomingTable)
Set TargetUnitLoc = (Load 7 of (Key (Picked unit)) in HomingTable)
Should be :
//
Set DummyLoc =...
Why don't you want to use globals, by the way ?
It seems that a hashtable is the only way to have an unlimited (or almost) number of elements in your data structure. If you really don't want to use globals, you could use a hashtable for each instance... (lol?)
You could also cycle through all...
This is what you have :
//
Unit Group - Pick every unit in HomingRocketGroup and do (Actions)
Loop - Actions
Unit - Move DummyUnit instantly to (DummyLoc offset by PointsMovedPerSecond towards Angle degrees), facing Angle degrees
If (All Conditions are True) then do...
Read : Use rects. They already have MinX, MinY, MaxX, MaxY, CenterX, CenterY... you'd just have to create a couple functions to get their width & height, which is easy, anyways. Rects wouldn't take any more disk space than structs, as far as I know.
For god's sake...
This is, I'm pretty sure, your 4th threads about this spell. Although one was your attempt to make it in vJass and I can understand that, it's still 2 GUI threads requesting help and 2 Jass threads requesting help for the same spell.
On-Topic :
//
Hashtable - Save Handle...