Doom Angel's Question Thread

AceHart

Your Friendly Neighborhood Admin
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1,495
Do you need the hide / wait / unhide?
Does it work if you remove them?


There's a couple variables there that aren't explained.
Who's "illusionowner" for example?
 

Doom-Angel

Jass User (Just started using NewGen)
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167
owner of of the casting unit from the unit starts spell trigger but that is not my prob right now.

and the hiding works but when i move the summoned unit, it sometimes moves and sometimes stay at the same place (kinda random like i said already)
 

Doom-Angel

Jass User (Just started using NewGen)
Reaction score
167
i wanna make my hero invisible (through trigger) so when he does some spell he will get like the elves hiding just that's it's not on night only and that it will stop only on attacking is it possible?

btw don't think i forgot my previous question im still waiting for answer (Bump :p)
 

Doom-Angel

Jass User (Just started using NewGen)
Reaction score
167
k thx Corleone and Ace (+Rep)

but im having a new problem now look at these triggers below:
Code:
MistAttackingEffect
    Events
        Unit - A unit Is attacked
    Conditions
        (MistRegion contains (Attacking unit)) Equal to True
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Attacking unit) Equal to MistCaster
                (MistRegion contains (Triggering unit)) Equal to True
            Then - Actions
                Set MistCasterTarget = (Attacked unit)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        EventExist[1] Equal to False
                    Then - Actions
                        Trigger - Add to DoubleDamage <gen> the event (Unit - MistCasterTarget Takes damage)
                        Set EventExist[1] = True
                    Else - Actions
                Trigger - Turn on DoubleDamage <gen>
                Trigger - Run DoubleDamage <gen> (checking conditions)
            Else - Actions
                Set RandomNumber[1] = (Random integer number between 1 and 100)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        RandomNumber[1] Less than or equal to 75
                    Then - Actions
                        Set MissTarget = (Attacked unit)
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                EventExist[2] Equal to False
                            Then - Actions
                                Trigger - Add to MissChances <gen> the event (Unit - MissTarget Takes damage)
                                Set EventExist[2] = True
                            Else - Actions
                        Trigger - Turn on MissChances <gen>
                        Trigger - Run MissChances <gen> (checking conditions)
                    Else - Actions
Code:
DoubleDamage
    Events
    Conditions
        (Damage source) Equal to MistCaster
    Actions
        Game - Display to (All players) the text: (String((Damage taken)))
        Unit - Set life of MistCasterTarget to ((Life of MistCasterTarget) - (Damage taken))
Code:
MissChances
    Events
    Conditions
        (Damage source) Not equal to MistCaster
        (MistRegion contains (Damage source)) Equal to True
        RandomNumber[1] Less than or equal to 75
    Actions
        Set RandomNumber[2] = (Random integer number between 1 and 100)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                RandomNumber[2] Less than or equal to 50
            Then - Actions
                Unit - Set life of MissTarget to ((Life of MissTarget) + (Damage taken))
            Else - Actions
                Unit - Set life of MissTarget to ((Life of MissTarget) + ((Damage taken) / 2.00))
k now when i do it the thing works fine but only for the 1st unit but after it the triggers won't work i only check on the double damage one but i guess i will face same problem on the miss trigger as well plz help me here
 

Doom-Angel

Jass User (Just started using NewGen)
Reaction score
167
sry for double post but i got another coming up question and i didn't wanted to open new thread

anyway i wanted to ask if i can get the model of the Dungeon White Fog?
i use wc3 model editor and i want to take the model of this (btw the only u can create it is through triggers --> envoirment, anyway i realy need if any1 can give me the route of the model of the white i would realy appreciate it (+Rep :p)
 

Doom-Angel

Jass User (Just started using NewGen)
Reaction score
167
just a refresh for all my current questions im waiting for:
k thx Corleone and Ace (+Rep)

but im having a new problem now look at these triggers below:
Code:
MistAttackingEffect
    Events
        Unit - A unit Is attacked
    Conditions
        (MistRegion contains (Attacking unit)) Equal to True
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Attacking unit) Equal to MistCaster
                (MistRegion contains (Triggering unit)) Equal to True
            Then - Actions
                Set MistCasterTarget = (Attacked unit)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        EventExist[1] Equal to False
                    Then - Actions
                        Trigger - Add to DoubleDamage <gen> the event (Unit - MistCasterTarget Takes damage)
                        Set EventExist[1] = True
                    Else - Actions
                Trigger - Turn on DoubleDamage <gen>
                Trigger - Run DoubleDamage <gen> (checking conditions)
            Else - Actions
                Set RandomNumber[1] = (Random integer number between 1 and 100)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        RandomNumber[1] Less than or equal to 75
                    Then - Actions
                        Set MissTarget = (Attacked unit)
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                EventExist[2] Equal to False
                            Then - Actions
                                Trigger - Add to MissChances <gen> the event (Unit - MissTarget Takes damage)
                                Set EventExist[2] = True
                            Else - Actions
                        Trigger - Turn on MissChances <gen>
                        Trigger - Run MissChances <gen> (checking conditions)
                    Else - Actions
Code:
DoubleDamage
    Events
    Conditions
        (Damage source) Equal to MistCaster
    Actions
        Game - Display to (All players) the text: (String((Damage taken)))
        Unit - Set life of MistCasterTarget to ((Life of MistCasterTarget) - (Damage taken))
Code:
MissChances
    Events
    Conditions
        (Damage source) Not equal to MistCaster
        (MistRegion contains (Damage source)) Equal to True
        RandomNumber[1] Less than or equal to 75
    Actions
        Set RandomNumber[2] = (Random integer number between 1 and 100)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                RandomNumber[2] Less than or equal to 50
            Then - Actions
                Unit - Set life of MissTarget to ((Life of MissTarget) + (Damage taken))
            Else - Actions
                Unit - Set life of MissTarget to ((Life of MissTarget) + ((Damage taken) / 2.00))
k now when i do it the thing works fine but only for the 1st unit but after it the triggers won't work i only check on the double damage one but i guess i will face same problem on the miss trigger as well plz help me here

sry for double post but i got another coming up question and i didn't wanted to open new thread

anyway i wanted to ask if i can get the model of the Dungeon White Fog?
i use wc3 model editor and i want to take the model of this (btw the only u can create it is through triggers --> envoirment, anyway i realy need if any1 can give me the route of the model of the white i would realy appreciate it (+Rep :p)

yea thats what i did and it gave me 'Aloc' and also im facing a new problem now i make the unit i summoned move to a point and when i move it to the point i want it sometimes does sometimes not (kinda random like)
here's the trigger:
Code:
Summoning
    Events
        Unit - A unit Spawns a summoned unit
    Conditions
        (Summoning unit) Equal to DummyUnit
    Actions
        Unit - Change ownership of (Summoned unit) to illusionOwner and Change color
        Unit - Hide (Summoned unit)
        Wait 0.20 seconds
        Unit - Move (Summoned unit) instantly to illusionPoint, facing VanisherFacing degrees
        Unit - Unhide (Summoned unit)
        Custom script:   call RemoveLocation (udg_illusionPoint)
can u try to give me a normal made Jass custom script for it? (the locust prob)
 

Doom-Angel

Jass User (Just started using NewGen)
Reaction score
167
well i tried checking my problem in question 1 (look above) and i find out that the miss chances trigger works properly and the problem is only in the double damage trigger which works only for the 1st unit

btw: for some reason i seem to be talking myself here (except a few answers here and there), my thread seems to invisible here i won't be needed to bump like 10 times a week if some1 would take some moments on me......
 

Doom-Angel

Jass User (Just started using NewGen)
Reaction score
167
i tried a few stuff and i found out that the cause of this problem is because i added the event only once using a boolean condition for it so if i don't require any condition (means will add event every time) it works fine but i dunno why it doesn't work i mean i also use condition at the other add event and it works fine
i will show u what exacly im speaking about if u don't understand:
Code:
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        EventExist[1] Equal to False
                    Then - Actions
                        Trigger - Add to DoubleDamage <gen> the event (Unit - MistCasterTarget Takes damage)
                        Set EventExist[1] = True
Code:
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                       EventExist[2] Equal to False
                    Then - Actions
                       Trigger - Add to MissChances <gen> the event (Unit - MissTarget Takes damage)
                       Set EventExist[2] = True
the have basically the same actions but one requires me to creae new event for each unit and the other one doesn't like it realy supposed to....
any suggstions?
 

Doom-Angel

Jass User (Just started using NewGen)
Reaction score
167
well it supposed to work since i added a variable so every time the variable of the unit change the event should response to that current variable unit but it seems to response only when i add event for each certain unit which might create a mass of event within time and besides they will all be the same even though they seem to their own unit btw the miss chances trigger works well even though it's based the same as the double damage

thx for responding finnaly im a bit desperate here
 

Chocobo

White-Flower
Reaction score
409
well it supposed to work since i added a variable so every time the variable of the unit change the event should response to that current variable unit but it seems to response only when i add event for each certain unit which might create a mass of event within time and besides they will all be the same even though they seem to their own unit btw the miss chances trigger works well even though it's based the same as the double damage

thx for responding finnaly im a bit desperate here

It isn't that. It's like you put set MyUnit = no unit in no unit = a unit

When a event is added, like :

Code:
    Trigger - Add to Test <gen> the event (Unit - (Triggering unit) Takes damage)

It adds only the (Triggering unit) to the trigger Test. If it was what you said, then it should be updated everytime the triggering trigger runs, whereas it isn't.

Code:
    Trigger - Add to Test <gen> the event (Unit - MyVar Takes damage)

It works like the first one : it adds the event to Test, that handle MyVar. But it won't get updated in the trigger Test. (unit value won't be updated if you change MyVar)
 

Doom-Angel

Jass User (Just started using NewGen)
Reaction score
167
so what should i do set this variable to null mabye?

and also another question is would it make my game lag due to mass of events?
 

Chocobo

White-Flower
Reaction score
409

Doom-Angel

Jass User (Just started using NewGen)
Reaction score
167
well than i guess i will just remove the if \then \else action and let it work the way it is also i have found out that the miss chances didn't work either i just thought it works because i was the only attacked unit so it had no problem showing the same result but when it was multiple unit's like in double damage it didn't work so it made me think that one works and the other doesn't

anyway tyvm for ur help i wold have added u rep but i already added u today earlier but thx anyway if u have any clue about my other 2 question then u are welcomed to answer :p

here's a refresh for my current questions:
sry for double post but i got another coming up question and i didn't wanted to open new thread

anyway i wanted to ask if i can get the model of the Dungeon White Fog?
i use wc3 model editor and i want to take the model of this (btw the only u can create it is through triggers --> envoirment, anyway i realy need if any1 can give me the route of the model of the white i would realy appreciate it (+Rep :p)

yea thats what i did and it gave me 'Aloc' and also im facing a new problem now i make the unit i summoned move to a point and when i move it to the point i want it sometimes does sometimes not (kinda random like)
here's the trigger:
Code:
Summoning
    Events
        Unit - A unit Spawns a summoned unit
    Conditions
        (Summoning unit) Equal to DummyUnit
    Actions
        Unit - Change ownership of (Summoned unit) to illusionOwner and Change color
        Unit - Hide (Summoned unit)
        Wait 0.20 seconds
        Unit - Move (Summoned unit) instantly to illusionPoint, facing VanisherFacing degrees
        Unit - Unhide (Summoned unit)
        Custom script:   call RemoveLocation (udg_illusionPoint)
can u try to give me a normal made Jass custom script for it? (the locust prob)
+Rep for generous helpers :D
 

Doom-Angel

Jass User (Just started using NewGen)
Reaction score
167
k i got a new question:
is it possible to make a floting text that will move with the unit?
or any other text that will be attached below the unit's feet?
 

Tom Jones

N/A
Reaction score
437
Kinda, you can make it follow the unit trough the use of a timer or loop for that matter, by setting the texttag position to the units position everytime the timer/loop runs.
 
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