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    Hero AI contest 2013

    Oh... kay? Why Have this at all then?: End game heroes have plenty of opportunities to kill enemy heroes rather quickly, removing fountains ensures heroes will kill each other at early levels, where the synergized use of abilities is NOT as prevalent. From this I can see heroes dying at...
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    Hero AI contest 2013

    Hey guys, sorry for the double post but I found a bug in the template map. Because all of the spectators are allied to the AI's with shared vision, all of the players lift the fog of war for each AI hero. I changed this in my downloaded copy of the map by changing the following code in the map...
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    Hero AI contest 2013

    Coolness. I'll probably only do 1 AI since I won't have a ton of time. The Warden. With approval of course.
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    WC3 Editor Contest 2013

    Well, the melee hero AI contest seems to appeal to the majority. My suggestion was just that, a suggestion, but if you are not down then its w/e, we can do this a more classical way. I say we use the map that you have created for the contest and make a new thread. Update the thread...
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    WC3 Editor Contest 2013

    I like it man, looks good, can't wait to start! I see what you mean about random heroes, makes sense. I have another suggestion though: Maybe we can structure this tournament in various stages. We could have a new round every week or 2, and every time add something new that the heroes can...
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    WC3 Editor Contest 2013

    I have a suggestion. I like the ideas other people are dishing, but I feel the most balanced method for this contest would simply be to give every participant a random melee hero to code the AI for, and then judge through a tournament. No voting, no debates on balance, just a good ol' fashion...
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    WC3 Editor Contest 2013

    If we decide on AI hero I am in as well, I've never done it before but should be interesting to say the least!
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    Integer Arrays

    Integer datatype arrays or arrays in general? If in general, then no, there is no memory benifit, but using arrays has a lot of time saving benefits. For example, you can save a hero unit in a unit array and have the element of the array reference a player index. Such as Player_Hero(1) ect...
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    Invisibility Check

    Thanks again for the replies guys. I see what you mean vypur, but I am having trouble getting wind walk onto the unit. Is there a single target spell that I can use to apply the buff to the hero via a dummy unit? I am still a little new at ability creation... EDIT: Nevermind! I figured it...
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    Invisibility Check

    Hey there Vypur, Thanks for the prompt reply. That's a similar solution to the problem I was coming up with, but the problem seems to be that the buff is removed before the actual attack, meaning this condition: ((Attacking unit) has buff Invisibility) Equal to True Returns false by the...
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    Invisibility Check

    Hey there everyone, I'm currently working on a hero with the following abilities: I have all of the abilities working pretty well using GDD damage detection, however, I have a problem with Vital Stab, I'd like to check to see if the melee attack that sparked the trigger for vital stab was...
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    Unit movement order related issue.

    I'm not avoiding it, this problem is solved. Allow me to explain: Making the units neutral hostile was a mistake on my part. I was testing a few ideas in an unplayable map and thought the faction was of little consequence. I just forgot neutral hostile had that behavior since it's been so long...
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    Unit movement order related issue.

    Nevermind, I managed to figure it out... its just a weird property of Neutral Hostile... they won't leave vary far from their spawn location, as it seems. I switched the player the units were controlled by and it fixed it instantly.
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    Unit movement order related issue.

    Hello everyone, Its been quite a while! I've been doing some hobby mapping here and there and came across something confusing while using GUI triggers to create units and issue basic move orders to them. When the movement orders are issued targeting a point, they go to the designated point...
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    How to check how much gold the player has?

    You can set an integer variable to a specific player's current gold through "Player - Player property." Set test = (Player 1 (Red) Current gold) A more specific example for what you want would probably be these 2 example triggers. Map Initialization Events Map initialization...
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    Passing Variable Values between functions

    I converted a basic GUI trigger with an event and a condition i knew i wouldn't be messing with, then wrote in the actions myself. I'm still learning syntax, figured that would be the easiest way to learn.
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    Revive per round

    Make another trigger that adds dead units to that unit group: Dead Hero Events Unit - A unit Dies Conditions ((Triggering unit) is A Hero) Equal to True Actions Unit Group - Add (Dying unit) to Dying_Heroes_Group Also, in the previous trigger...
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    Passing Variable Values between functions

    Yeah you can, I was just curious because I figure it would be easier to not have to worry about re-declaring values. Here is what my code Finally Looks like. Anyone See any leaks? :] function Trig_Untitled_Trigger_003_Conditions takes nothing returns boolean if ( not (...
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    Passing Variable Values between functions

    Yes! that's exactly what I am talking about. How would you do it that for a unit group function call though? I get errors if I try and run it like your example: function Group takes integer i returns nothing call UnitDamagePointLoc( GetSpellAbilityUnit(), 0.00, 100.00...
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    Passing Variable Values between functions

    Wow, you can't just pass values then huh? :\ Thats lame. I just wanted to pass an integer value that stored the owner of the casting unit's player number in use with indexing global unit group and point variable arrays in a spell. Would have made my life a bit easier to not have to declare the...
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