Ninja_Sheep's question thread.

S

Sunny_D

Guest
considered the item ability (convert to a unit abil) "slow orb" already? it gives a chance to cast a spell (checking for evasion as well). at least this would work with a unit-target spell that has enough range... with others i havent tested it yet...

that would be a way to go around a trigger at all...

otherwise, if you really need a trigger, i think that the "takes damage" event could work.
 

Doom-Angel

Jass User (Just started using NewGen)
Reaction score
167
what i mean is:
Code:
Untitled Trigger 001
    Events
        Unit - A unit Is issued an order targeting an object
    Conditions
        Or - Any (Conditions) are true
            Conditions
                (Issued order) Equal to (Order(attack))
                (Issued order) Equal to (Order(smart))
    Actions

btw i didn't notice but i have 1500 Posts :D
 

Ninja_sheep

Heavy is credit to team!
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64
considered the item ability (convert to a unit abil) "slow orb" already? it gives a chance to cast a spell (checking for evasion as well). at least this would work with a unit-target spell that has enough range... with others i havent tested it yet...

that would be a way to go around a trigger at all...

otherwise, if you really need a trigger, i think that the "takes damage" event could work.

1. I need the trigger :(
2. "takes damage" wont work because it's not a generic unit event :(

what i mean is:
Code:
Untitled Trigger 001 Events Unit - A unit Is issued an order targeting an object Conditions Or - Any (Conditions) are true Conditions (Issued order) Equal to (Order(attack)) (Issued order) Equal to (Order(smart)) Actions
Hmmm, i think this trigger will run allways if a unit gets the ORDER to attack and not if it actually hits the target...

btw i didn't notice but i have 1500 Posts

:D

thx anyway :(

edit:
Question 35: solved

I just tried around with fireburn of illidan. I want the spell to add a buff to the caster if it's turned on (or something i can check the unit has turned the ability on). Is there a waay to do this?
 

Doom-Angel

Jass User (Just started using NewGen)
Reaction score
167
again check through unit perform order and detect if it's the spell (by order id string) when it's turning on
and simply add a special effect and when it orders to turn off u simply remove the special effect
 
S

Sunny_D

Guest
1. I need the trigger
2. "takes damage" wont work because it's not a generic unit event

just to mention, there are ways to make it a generic event. for pre-placed units:

Code:
set tempgroup = all units in playable map
pick all units in tempgroup and add to YourTrigger the event - picked unit takes damage"
calldestroy group (udg_tempgroup)

and for all following units:

Code:
E: unit enters playable map
C:
A: add to YourTrigger the event - triggering unit takes damage"
 

Ninja_sheep

Heavy is credit to team!
Reaction score
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again check through unit perform order and detect if it's the spell (by order id string) when it's turning on
and simply add a special effect and when it orders to turn off u simply remove the special effect

erm? I dont get it. Can you post the event and condition? I just see the event for a player that GIVES an order, not to check the order...

>Sunny_D
Sry guys, but i need it for all units :( Not just for preplaced :(
 
S

Sunny_D

Guest
and for all following units:

Code:
E: unit enters playable map 
C: 
A: add to YourTrigger the event - triggering unit takes damage"

this is for all units that are spawned in future ;)
 

Doom-Angel

Jass User (Just started using NewGen)
Reaction score
167
that's what i mean:
Detect turn on:
Code:
Untitled Trigger 001
    Events
        Unit - A unit Is issued an order with no target
    Conditions
        (Issued order) Equal to (Order(immolation))
    Actions
Detect turn off:
Code:
Untitled Trigger 001
    Events
        Unit - A unit Is issued an order with no target
    Conditions
        (Issued order) Equal to (Order(unimmolation))
    Actions
 

Ninja_sheep

Heavy is credit to team!
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64
this is for all units that are spawned in future ;)

THX :) (omg, I was stupid :>)

>doom angel:
Lol, thx, i actually thought you meant it for the question BEFORE this one.


(I think the problem is i wrote the bad answer in school xD)
 

Ninja_sheep

Heavy is credit to team!
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Question 36: Solved

I made this spawn trigger:

Code:
Footmanspawn 1
    Events
        Time - Every 60.00 seconds of game time
    Condition
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            'IF'-condition
                (Barracks 0005 <gen> is alive) equals True
            'THEN'-Action
                Set TempPoint = (Position of Barracks 0005 <gen>)
                Einheit - Create 3 Soldat for Player 1 (Rot) at TempPoint facing default building faciong degrees
                Custom script:   call RemoveLocation (udg_TempPoint)
                Set TempGroup = (Last created unit group)
                Set TempPoint = (Position of Undead core 0001 <gen>)
                Unitgroup - Pick every unit in TempGroup and do (Actions)
                    loop - Actions
                        Einheit - Order (Picked unit) to Attack/Move to TempPoint
                Custom script:   call DestroyGroup (udg_TempGroup)
                Custom script:   call RemoveLocation (udg_TempPoint)
            'ELSE'-actions
        Wait 2.00 seconds
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            'IF'-condition
                (Gun-factiory 0004 <gen> is alive) Gleich True
            'THEN'-actions
                Set TempPoint = (Position of Gun-factiory 0004 <gen>)
                Einheit - Create 2 rifleman for player 1 (Rot) at TempPoint facing default building  degrees
                Custom script:   call RemoveLocation (udg_TempPoint)
                Set TempGroup = (Last created unit group)
                Set TempPoint = (Position of Undead core 0001 <gen>)
                unitgroup - Pick every unit in TempGroup and do (Actions)
                    loop - Actions
                        units - Order (Picked unit) to Move/Attack to TempPoint
                Custom script:   call DestroyGroup (udg_TempGroup)
                Custom script:   call RemoveLocation (udg_TempPoint)
            'ELSE'-actions

Problem: every time the unit groups spawn, 1 unit of them moves to my human townhall. I got no idea why. I got no other trigger, that could change anything about that. What's wrong with it ?!?
 

Ninja_sheep

Heavy is credit to team!
Reaction score
64
damn

(Last created unit group) doesn't work with Unit - Create.. things.

that sucks -.- thx
got to solved this somehow... i use "a unit enters playable map area" and condition of unit type.

Question 37: Solved

Does the "add event" action leak if i add 1000000 billions of events?

Question 38: Solved

Does it leak if i use "wait till checking every X seconds" and the condition never becomes true?
 

Doom-Angel

Jass User (Just started using NewGen)
Reaction score
167
Q 37: nope u can add as many as u want.... :p

Q 38: it would leak depending on the condition (if it leaks a group or a point)
so if it will never become true and ur condition leaks then ur game will become very laggy but there also might be a crash since it's an endless loop so i never realy tried it but i suggest to avoid it
 

Ninja_sheep

Heavy is credit to team!
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thx :)

Question 39: Solved

How can i do screenshots in WE?

Question 40: Solved

How can i have 2 maps open at the same time?

edit:

Question 41: Solved

How can i make the red number of windwalk to not apear if the unit in windwalk attacks?
 
S

Sunny_D

Guest
39: print key

40: open one, press open then choose another map. you can switch between them in the "window" menu.

41: in the spell settings in the OE you can set the backstab damage to false or something similar...
 

Ninja_sheep

Heavy is credit to team!
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39: print key

i mean... isn't there a way to do it without all the windows you have at the side and all those toolbars?

40: open one, press open then choose another map. you can switch between them in the "window" menu.

thx :)

41: in the spell settings in the OE you can set the backstab damage to false or something similar...

allready tried this, but there's still a big, red "0!"
 
S

Sunny_D

Guest
39: not with WE... you could start the game with kinda debug mode with view etc to take a screeny...

41: then its obviously hardcoded... and that means its not meant to be changed =p
 

Ninja_sheep

Heavy is credit to team!
Reaction score
64
Lol, shall i make my windwalk by trigger? omfg!
thx anyway...

hey, got an idea...

Code:
Surprising Attacke
   event
       A unit is attacked
    condition
        ((Triggering unit) has buff windwalk) equals True
    action
        Einheit - Remove windwalk buff from (Triggering unit)

*testing*
.......................
...................................
......................
...........................
............................
didn't work -.-

edit:
kinda debug mode

what's that?
 
S

Sunny_D

Guest
just meant if you really need such screenshots just start the game with enabled sight so you can take your pics... but i think the WE screenies are good enough anyway...

btw, probably you could use simply invisibility when you dont want attack bonus?
 
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