1. I want to detect when a unit goes through a waygate, so I can change the screen to that unit.
So is there an event that will allow me to detect when a unit uses a waygate?
2. I don't want units to automatically use waygates, so is there a way to disable this feature?
3. Is there a way to...
Yes I have tried adding and removing critical strike. However, abilities cannot be added to illusions, only removed, as I found through testing. And also, if added to the target unit before illusion creation, it has to be added in a seperate trigger.
How can I make a unit have unit-walking without the unit needing the active ability windwalk? I know I can change it's collision to no collision, but I want it to only have unit walking, not tree walking or cliff walking.
Also, when it is triggered, the pathing still acts as if the unit doesn't...
Does anybody know why Critical strike doesn't work when a spellbook with it is added to an illusion? Because if this worked then I could get the entire spell to work.
I found one solution: Add Trueshot Aura to spellbook, and use that instead of critical strike.
But does Trueshot aura affect illusions?
I found during testing that critical strike doesn't work if added to the illusion after creation in GUI. Can it be added in JASS to work on illusions?
And If...
I have an ability that adds speed and a critical hit to the user when activated. The speed and critical hit are removed when the user makes its first attack (via damage detection).
So far, I have been using a spellbook containing Endurance aura and critical strike, and adding/ removing the book...
If you put a target castable ability, like channel, into Orblightning, when activated, does it trigger the effect of an ability event??? Could be used with damage detection for new spells, or event and attack detection system (game would have to use code above).
Can anyone see the problem in this code???
scope FFScope initializer FFInitialize
private function Trig_Untitled_Trigger_001_Conditions takes nothing returns boolean
if ( not ( GetSpellAbilityId() == 'A000' ) ) then
return false
endif
return true...
To fix this, maybe have a trigger where:
Event: A Unit is attacked
Condition: AttackingUnit has ability (Orb of Lightning)
Actions:
If AttackingUnit is in (Global Group: OLAttackers)
Remove AttackingUnit from OLAttackers
Else
Add AttackingUnit to OLAttackers...
The loops work without these functions, but when these functions are included, the loops freeze at the problem function call :-S
Also, if it may be that I installed vJass incorrectly, can anyone give me a detailed tutorial of how to install it properly.
I have had several problems with these functions when in a loop, they just stop the code at that point.
<call CreateUnit()>
loop
call DisplayTextToForce( GetPlayersAll(), "Stage 1" )
set Data.Dummy[i] = CreateUnit(Data.TrigPlayer, GraphicDummyID...
When spell is cast, creates multiple illusions of self, and moves self and illusions around target. The problem is that the illusions are not added to the illusion group, which means that "Stage 6" isn't reached, ad therefore the illusions remain paused and invulnerable. I cannot see any errors...
The globals were private, but i took the private part out too see if it would work that way. And the problem is that the dummy does not cast wand of illusion multiple times.
And the spell can have up to 8000 instances(limit of array), so pretty close to MUI.
Her is the spell.
scope SRScope initializer SRInitialize
globals
integer SRLimit = 0
unit array SROwner
unit array SRTarget
unit array SRDummy
real array SROwnerX
real array SROwnerY
real array SRTargetX...
KK Ty, so it doesn't count as an attack... Taht means that cleave passive wouldn't affect the damage if the damaging unit had cleave??
Also, in GUI, the damage target unit function has a range limit, if the damaging unit and the target are too far away from each other, the target doesn't get...
Hey, Im trying to boost the movement speed of a unit by a percentage without triggers, and I'm just wondering which spells I can use for this.
I know I can give endurance aura to the target and put it on a timer.
But does Human Sorceress - Slow with a negative value work??
And are there...