• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!
Maker
Reaction score
379

Profile posts Latest activity Postings Experience Albums Resources About Medals

  • Well do you know on how to export models from there?
    I'm trying to get one I uploaded and it was really weird seeing it work on the Model Editor and not in the World Editor.
    I'm not sure how your spell is supposed to work. So I don't know whether you need separate groups for each cast or not.

    If you do need separate groups, then create them.
    i'm still not getting a little i think, eh i get slow pick up...
    so i use only 1 variable group but the spell will still be mui? the things that i think of now is that is it that all units are added to this 1 variable group and are seperated through hashtable? is that it or am i still far from the truth. haha xD

    What if i clear the group then all units in the variable will be removed?
    Is this fine? or will it leak?

    Custom script: call SaveGroupHandleBJ( CreateGroup(), 13, GetHandleIdBJ(GetTriggerUnit()), udg_NV_Hashtable )

    I mean will it still leak even if i:

    Hashtable - Clear all child hashtables of child (Key (Triggering unit)) in NV_Hashtable
    should I create a group variable? bcoz the only thing I tried so far is this through a loop.

    Unit Group - Add (Last created unit) to (Load 13 of (Key (Triggering unit)) in NV_Hashtable)

    but I guess I ddn't create a group yet for that "13th"
    It's not really a problem, but... Is it possible to add unit_group on hashtable?
    I mean I was trying to create units through a loop and I was wondering if it is possible to add those units as a saved unit group in a hashtable.
    I does not wait for this error...I broke my head
    live and learn, you used the interesting group, it is never destroyed by what I saw
    Thank maker ^ ^ I can sleep in peace
    My idea is something like this one, but instead this darkness and things I would like to create fighter game :)

    So what you think ^_^

    How hard it can be?
    Reputation (+1):
    (Post) the biggest thing with jass for me is knowing what starts the functions off at first. now it makes total sense. ty. ill add more questions to the thread as i need to of course. but ty so much
    ----------
    Testi
    Events
    Unit - A unit Starts the effect of an ability
    Conditions
    (Ability being cast) Equal to Test
    Actions
    Set x = some angle
    Set d = 0.00

    Test
    Events
    Time - Every 0.05 seconds of game time
    Conditions
    Actions
    If d < 360 then
    Unit - Move Blood Mage 0000 <gen> instantly to ((Position of Blood Mage 0000 <gen>) offset by 100 towards x+d degrees)
    Set d = (d + 3.00)
    else
    Unit - Move Blood Mage 0000 <gen> instantly to ((Position of Blood Mage 0000 <gen>) offset by 100 towards x degrees)
    turn off this trigger
    endif


    Remember to clear leaks: http://www.hiveworkshop.com/forums/triggers-scripts-269/things-leak-35124/
    ----------
    what u mean Set x = some angles??
    Maker...

    ----------
    if i make it like this:
    Testi
    Events
    Unit - A unit Starts the effect of an ability
    Conditions
    (Ability being cast) Equal to Test
    Actions
    Set d = 0.00
    Trigger - Turn on Test <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    d Equal to (d + 360.00)
    Then - Actions
    Trigger - Turn off Test <gen>
    Else - Actions

    Test
    Events
    Time - Every 0.05 seconds of game time
    Conditions
    Actions
    Unit - Move Blood Mage 0000 <gen> instantly to ((Position of Blood Mage 0000 <gen>) offset by (0.00 - d) towards d degrees)
    Set d = (d + 3.00)


    how i wanna stop it???
    i already initially off the test...
    ----------
    Reputation (+5):
    (Post) (+5) Exactly the situation in which you should move to WEHZ =) glad you understood it.
    Hello sir. Will it be a problem too if I used a same variable in two different abilities?
    For example, I used tempLoc variable to store point just to create a dummy unit. However, I used this variable in two different abilities with loop every 0.03 seconds. Will it bug or something?
    and if I need to refer to all as in this example:
    call RegisterSpellEffectEvent(ABIL_CODE, function onCast)
    I follow using the first case?
    Maker,one question
    how to turn it

    return GetUnitAbilityLevel(GetTriggerUnit(), 'A03Y') >= 1 and (GetSpellAbilityId() == 'A03X' or GetSpellAbilityId() == 'A03Z' or GetSpellAbilityId() == 'A03V')
    something like
    private constant integer ABIL_CODE = 'A03Z'
    dude I tried the dummy buff caster stuff below the status bar of the hero, looks like its better looking than the blue bar one, anyways thanks for sharing that work man, I'll see to it you get into the credits in my map :)
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
Top