If I use the bugged event Unit - A unit Begins casting an ability to detect the ability (I want to use this event), the unit is still Issuing the order of the ability?
I want to get the current order of the unit that is casting the spell (So I get the order of the ability..)
Otherwise Is...
I want to know something about vjass:
First, what is better ? One struct that has a lot of data inside or differents struct with partial data in?
For example:
scope <somename>
private struct BlastData
unit Blast
real currdist
timer Move
trigger DetectUnits
//all methods...
Well i need ideas for some things i am working on (like a weather system but not exactly like the name says,It's by Stations (Summer,spring,etc)). So when It's ,for example, winter they may get a cold or be slowed by snow.
I have only a few ideas
Summer, some heal from sun rays but normal at...
Well i have an spell that makes a unit channel up for 12 seconds. When i make it stop by moving or some other issue move it makes all the effects but.. When i cast it again it Crash with no error. BUT if i make the unit wait the channel, and then cast it again it won't crash...
Here is my code...
Here's my Kick system:
Things to say:
-Uses Vexorian Table System
-JASS
Get JassNewGen Pack Here
Kick Features
Features:
-A vote kick System that can be modified, by modifying just some function arguments
-A Team Kill Kick System that needs to be activated for work.
-A Vulgar...
Well i am doing some things with the based Idea of "Kick".
So far i have go was to make a Vote Kick System and i am out of ideas (:rolleyes:), and i can't think of anything else. Can you give me some ideas please ?:o
JASS/GUI: JASS
MUI: Yes
Leaks: No one i thing :rolleyes:
Ice Ball
Throws a Iceball from your position to a certain distance. All units in the way of the IceBall are carried with the ball or pushed back from it.
Freezing Soul
With every attack you have a chance to steal part of the...
Phoenix Hit!
Hits a unit with all your force throwing it away from you.
scope PhoenixHit
//*******************************************************************************************
//********************************Spell Main Configuration***********************************...
Well i am making a new spell called Phoenix Mastery That is basically a barrier spell that does damage per second to units inside the barrier( or heal allies) but i have some weird issues.. for example any dummy unit doesn't want to move.. I am sure that the problem is with the groups (Basically...
Is there anyway to damage a unit By a Percentaje of its main hit points ?
Example:
Unit comes withing 200 range of <Point>
Conditions
bla bla bla
Actions
DamageUnit by a 1% of it hitpoints //this is what i am missing =(
Any ideas ? (Without adding an ability) if not well i will know what to...
Is there any tutorial for converting a struct into a type ? I really don't understand the idea at all..
like this
struct blah
unit u
//etc
endstruct
struct abc
blah u
endstruct
Import Difficulty: Medium
MUI: Yes
JASS/GUI: JASS
--------------------------------------------------------------------------------------------------
Based in the one in Dragon Ball Z Tribute, but made by me it's a really cool spell. I even think that it looks better that the one in DBZ Tribute...
Well the title says it all How can i detect the Unit That is upgrading (A tower upgrading to another thing) and the do actions ? Or the unit type of the unit being upgraded? Is it possible?
Ok here is my triggers:
constant function NTDummyID takes nothing returns integer
return 'h001'
endfunction
constant function NTDummyAbID takes nothing returns integer
return 'A006'
endfunction
constant function NTAbID takes nothing returns integer
return 'A004'
endfunction
function GetDuration...
Well i can't find my other thread, actually i search but did'nt find it, but nobody answered my Question, Exept Leaks, I can't find something wrong with these Triggers (Leaks i will clear them, when i am sure of what i am doing) Can please anybody help me ?
Nivel necesario
Events...
Well i have a problem with some items, when a Unit dies in my map it drops all items (It's a Spider) and i have thinked a good idea for having them back when summon it again, i do that a item holder that is invisible, takes all items and then give to the unit again when it's summoned.
But i...
Well here are the triggers, don't telll me that they leak 'couse they were leakless but now i am trying to fix them and don't know how..
Needed level
Events
Time - Every 2.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in Force[1] and do...
hmmm is there a way to do that ?
Ex: You have one team with 3 players and another with 5 players.. and in the some moment Rebalance the teams (Or when someone quits the game)