Well, if it helps, heres soem of that tasty source code:
function Trig_Elemental_Wave_Conditions takes nothing returns boolean
return GetSpellAbilityId() == 'A004'
endfunction
function Trig_Elemental_Carrion_Leech takes nothing returns nothing
endfunction
function...
So basically I'm making my own hero siege, for the sixth time. Yes, this is my sixth attempt at this, and this time I'll make it :thup:
So, what will be included in this hero siege O' mine?
- An open/close way system
- 24 unique heroes
- 7 spells for each hero! 1 default ability, 5 hero...
Which is faster, writing a function in the custom map script section of a map and calling it from a trigger, or simply calling a BJ?
Example:
function GetAngleBetweenPoints takes real x1, real x2, real y1, real y2 returns real
return bj_RADTODEG * Atan2( y2 - y1, x2 - x1 )
endfunction...
Cool!
Well, the only thing that bugs me off is that I get this error message that tells me that my version of NewGen is outdated, and I have version 5 :S
No, I do not get the message, perhaps I will switch to NewGen after all.
Does anyone know a good tutorial or something for NewGen and vJass in general? :rolleyes:
Ah, thank you, I see now I just made some minor logigal errors :thup:
Edit: Thanks, now the dummys are moving, but there are 2 problems:
The spell is a bit laggy and
No damage is being dealt.
function Trig_Water_Nova_Conditions takes nothing returns boolean
return GetSpellAbilityId() ==...
Thank you good sir, + rep for you :thup:
Another problem; I use PolarProjectionBJ now, and the units still wont move.
Also, the trigger seems to get stuck in an endless iteration at these lines:
loop
exitwhen gDamageGroup == null
set uFirstOfGroup...
Hi again, I'm coding a nova spell for a map o' mine, but there is a problem.
The dummy units are not moving :S
Here's the spell code:
function Trig_Water_Nova_Conditions takes nothing returns boolean
return GetSpellAbilityId() == 'Awrs'
endfunction
function Trig_Water_Nova_Filter takes...
Try to lock the camera on the unit and proceed by calling the BJ CameraSetupApplyForPlayer :thup:
And about that Blizz map; I know, it's hard to understand, but maybe you will have to look at it more than once.
OK, I know zero vJass, but I'd write something like this:
function Action_Create takes nothing returns nothing
local multiboard M = CreateMultiboard()
local force f1 = CreateForce()
local force f2 = CreateForce()
local integer f1Count = 0
local integer f2Count = 0...
Oh, where should I start...
A: JASS enables the use of local variables, which enables the awesomeness of fully Multi Unit Instanceable spells and in some cases timers.
B: JASS is faster to code in, because you type faster than you click.
C: JASS is a programming language, and if you know JASS...