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Old 11-10-2009, 11:21 AM   #31 (permalink)
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Are there abilities created with the .lua (in Unit Properties) that are used in UnitModifyMoveSpeed?

I ask, cause, when I use this function it has a quite strange reaction. Like, when it should increase for 60 it decreases for 150.
And I use the regular UnitModifyMoveSpeed(u, 60) function.
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Old 11-10-2009, 11:45 AM   #32 (permalink)
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Nope. It uses natives because movespeed abilities dont stack, so it would require a huge movespeed ability with shitloads of levels, which would be a bitch to load and which would consume shameless amount of filesize or sumthing like that.

So, just add some debug msgs to you UnitModifyMoveSpeed and see if it is called in some place it should not be.

edit. Actually, Cassiel. Why you even use R2I here?

set p.MoveSpeed = p.MoveSpeed + R2I(amount) // ?
call SetUnitMoveSpeed(u, p.MoveSpeed)

edit2. And yea, make sure that nothing else affects movespeed, other than those UnitProperties functions.

GetUnitMoveSpeed (unit) should equal to UnitGetMoveSpeed(unit)
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Old 11-10-2009, 11:49 AM   #33 (permalink)
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Does it work correctly with abilities, such as slow and stuff?
What do you get if you call GetCurrentMoveSpeed() on a unit that is slowed or stunned?
What if you manipulated the units movespeed already?
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Old 11-10-2009, 01:06 PM   #34 (permalink)
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I see.
I was using the simpler system with the shitload of levels, but this is just too good not to use.

edit: Found the problem. I've forgot to create the UP for that specific unit. Well, yeah... :P
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Old 11-10-2009, 10:04 PM   #35 (permalink)
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Quote:
Originally Posted by HyperActive View Post
I see.
I was using the simpler system with the shitload of levels, but this is just too good not to use.

edit: Found the problem. I've forgot to create the UP for that specific unit. Well, yeah... :P
Lol, same thing happened to me. He should include a demo code, shouldn't he? :P
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Old 11-11-2009, 09:03 PM   #36 (permalink)
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A demo for this beast of a system would be useful.
But, anyhow, I managed to pull it off.
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Old 11-16-2009, 01:30 AM   #37 (permalink)
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There really isn't much to demo. You need to call CreateUnitProperties for a unit before using the system (there's a redundancy check, so calling CreateUnitProperties for a unit multiple times won't break anything), and when that unit is dead and gone you need to call DestroyUnitProperties to free its index. Beyond that, the functions do what they say.

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Does it work correctly with abilities, such as slow and stuff?
What do you get if you call GetCurrentMoveSpeed() on a unit that is slowed or stunned?
What if you manipulated the units movespeed already?
It's intentionally handled so that you have to script your own abilities. As long as you do that, it works for anything you want to use it for, like this or this.

The benefit of requiring you to script everything is that ultimately you can do things like this.
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Old 11-20-2009, 08:55 AM   #38 (permalink)
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The u:AttackSpeed command returns 0.000. Does that represent 100% or something else?
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Old 11-20-2009, 11:43 AM   #39 (permalink)
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real AttackSpeed = 0

It means that units attackspeed has not been modified and that its attack cooldown is equal to that attack cooldown you have set to it in object editor.

It it be 100, it would mean that unit attacks 100% faster, and its attack cooldown is shorter than the one you set in object editor.
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Old 11-25-2009, 06:44 PM   #40 (permalink)
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Veeery nice!

Support!
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Old 12-10-2009, 03:11 PM   #41 (permalink)
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I have a question , if i type
Call UnitModifyMaxMana(u, 400)
It will add 400 point to max mana or set max mana to 400
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Old 12-10-2009, 04:14 PM   #42 (permalink)
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It will add 400 to max mana.

Unit will still have the initial mana amount you set to it in object editor, and it also receives max mana from sources like intellect attribute and stuff.
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Old 12-10-2009, 04:20 PM   #43 (permalink)
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It adds. A negative number will subtract. Use call UnitSetMaxMana(u, 400) to set it.
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Old 12-16-2009, 06:35 PM   #44 (permalink)
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Old 12-20-2009, 07:39 AM   #45 (permalink)
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@Viikuna : thx :D
@ Element of Water: thx :D
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