• 🏆 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!
IcemanBo
Reaction score
628

Profile posts Latest activity Postings Experience Media Albums Resources About Medals

  • A
    This does not work ?
    Set PS_SupplySpecialEffect[1] = DRAM

    Hashtabelle - Save PS_SupplySpecialEffect[PS_TempInteger2] as 0 of PS_TempInteger2 in Hash_PowerSystem
    A
    Eh, and how do I get the right string ?
    A
    A handle is something else than a type, isn't it ? If I save a handle, then of an existing lightning.
    But what I would like to save is a lightning type, so I can load it from the hashtable once I need it
    A
    No, I tried to save it, but there is no 'save lightning', only 'save lightning handle'
    A
    Hey, how do I save a lightning type in a hashtable ?
    A
    The orb system is up to date now
    I have a concern with how I set up the unit groups. It's my first time using local variables :X
    Hey IcemanBo! I'm in the middle of making this really cool spell that I plan on uploading as my first resource on Hive! I recently made a post about it asking for help on making it MUI, so I don't want to make another post asking for more help :X I was wondering if you can glaze through it and tell me where I need work?
    A
    The stringhash was already replaced with 0, I just forgot to correct the posted triggers.
    A
    Hab das System gefixt wo wir so ewig überlegt haben, hab den fehler gefunden
    A
    HAHA ich hab das problem mit dem mana supply gelöst! Ganz allein ( zumindest das was noch nicht funktioniert hatte)! Ha, ich bin so stolz auf mich :D
    D
    i will remember that, thank you icemanbo
    D
    i am sorry, i forgot to delete that post and use edit button for it.

    thank you icemanbo.
    Hello IcemanBo

    I need help your this mathematics problem

    I need to subtract the Hours, Minutes, and Seconds between the Time A and Time B

    Example:
    Here's the other half.

    //+ System functions. Not for using elsewhere
    private function TargetGroupOrder takes nothing returns nothing
    call IssueTargetOrderById(GetEnumUnit(),order,target)
    endfunction
    private function PointGroupOrder takes nothing returns nothing
    set u = GetEnumUnit()
    call IssuePointOrderById(u,order,x,y)
    endfunction
    private function OffsetGroupOrder takes nothing returns nothing
    set u = GetEnumUnit()
    call IssuePointOrderById(u,order,GetUnitX(u)+x,GetUnitY(u)+y)
    endfunction
    private function FormationGroupOrder takes nothing returns nothing
    set u = GetEnumUnit()
    set ID2 = GetUnitUserData(u)
    call IssuePointOrderById(u,order,x+FormationX[ID2],y+FormationY[ID2])
    endfunction
    private function OrderGroup takes nothing returns nothing
    call IssueImmediateOrderById(GetEnumUnit(),order)
    endfunction
    //-

    //+ Public functions. Use however you wish
    function GroupOrderTarget takes group g,integer order2,widget target2 returns nothing
    set order = order2
    set target = target2
    call ForGroup(g,function TargetGroupOrder)
    endfunction
    function GroupOrderPoint takes group g,integer order2,real x1,real y1 returns nothing
    set order = order2
    set x = x1
    set y = y1
    call ForGroup(g,function PointGroupOrder)
    endfunction
    function GroupOrderOffset takes group g, integer order2,real x1,real y1 returns nothing
    set order = order2
    set x = x1
    set y = y1
    call ForGroup(g,function OffsetGroupOrder)
    endfunction
    function GroupOrderFormation takes group g,integer order2,real x1,real y1 returns nothing
    set order = order2
    set x = x1
    set y = y1
    call ForGroup(g,function FormationGroupOrder)
    endfunction
    function GroupOrder takes group g, integer order2 returns nothing
    set order = order2
    call ForGroup(g,function OrderGroup)
    endfunction
    //-

    //+ System function. Must stay down here, as it references public functions.
    private function Order takes nothing returns boolean
    if GetUnitAbilityLevel(GetTriggerUnit(),udg_OrderONAbil) > 0 then
    set caster = GetTriggerUnit()
    set order = GetIssuedOrderId()
    set ID = GetUnitUserData(caster)
    if GetOrderTarget() != null then
    set target = GetOrderTarget()
    call GroupOrderTarget(udg_OwnedUnits[ID],order,target)
    elseif GetOrderPointX() != null then
    set x2 = GetUnitX(caster)
    set y2 = GetUnitY(caster)
    set x3 = GetOrderPointX()
    set y3 = GetOrderPointY()
    if GetUnitAbilityLevel(caster,udg_FormationONAbil) > 0 then
    call GroupOrderFormation(udg_OwnedUnits[ID],order,x3,y3)
    else
    call GroupOrderOffset(udg_OwnedUnits[ID],order,x3-x2,y3-y2)
    endif
    else
    call GroupOrder(udg_OwnedUnits[ID],order)
    endif
    endif
    return false
    endfunction

    //++
    function InitTri_GroupOrder takes nothing returns nothing
    local integer i = 0
    set gg_trg_GroupOrder = CreateTrigger( )
    loop
    exitwhen i > 15
    call TriggerRegisterPlayerUnitEvent(gg_trg_GroupOrder,Player(i),EVENT_PLAYER_UNIT_ISSUED_TARGET_ORDER,null)
    call TriggerRegisterPlayerUnitEvent(gg_trg_GroupOrder,Player(i),EVENT_PLAYER_UNIT_ISSUED_POINT_ORDER,null)
    call TriggerRegisterPlayerUnitEvent(gg_trg_GroupOrder,Player(i),EVENT_PLAYER_UNIT_ISSUED_ORDER,null)
    set i = i + 1
    endloop
    call TriggerAddCondition( gg_trg_GroupOrder, function Order )
    endfunction
    endlibrary
    This is part of the code I tried getting for the Siege of Mountain Hammer.
    It's Suppose to be part of a spell that allows for units to follow a commander.

    //
    // GroupOrder
    // by Xonok
    //
    // This system provides the functionality to give orders to groups,
    // through simple functions.
    // This system requires GroupControl,
    // in order to access udg_OwnedUnits[]
    //
    // GroupOrderTarget(group,order,target) -> nothing
    // |
    // Issues an order to all units in the group.
    // The order can target any widget(unit,tree,etc).
    //
    // GroupOrderPoint(group,order,x,y) -> nothing
    // |
    // Issues an order to all units in the group.
    // The provided coordinates are treated as absolute.
    //
    // GroupOrderOffset(group,order,x,y) -> nothing
    // |
    // Issues an order to all units in the group.
    // The provided coordinates are treated as relative to the unit.
    //
    // GroupOrder(group,order) -> nothing
    // |
    // Issues an untargeted order to all units in the group
    //
    // Invalid orders don't do anything (courtesy of blizzard)
    //

    library GroupOrder initializer InitTri_GroupOrder requires GroupControl
    globals
    private integer ID
    private integer ID2
    private real x
    private real y
    private real x2
    private real y2
    private real x3
    private real y3
    private real RefX
    private real RefY
    private unit caster
    private unit u
    private integer order
    private widget target
    endglobals
    Hey Iceman Bo, do you know anything about the NewGen editor? Because when ever I import Jass or something like that, it always says Found Errors and crashes. Do you know how to fix this because i don't know what forum to post this in.
    A
    Stacking Orbs updated! Ready for moderation
    A
    Nein, die Index sind korrekt zu 1 gesetzt, aber der TempInteger2 und 3 nicht, der ist 0
    A
    Moment, ich debug den Index mal kurz.

    Aber eig müsste es eben net so sein, da der index =2 ist, wegen dem zweiten generator
    A
    Set PS_TempInteger3 = (PS_TempInteger3 - 1)
    Quest - Display to (All players) the Tipp message: (TempInteger3 nach De-Index = + (String(PS_TempInteger3)))

    Das ist die allerletzte zeile im Deindex upon Death


    Set PS_TempInteger2 = (PS_TempInteger2 - 1)
    Quest - Display to (All players) the Tipp message: (TempInteger2 nach De-Index = + (String(PS_TempInteger2)))

    Und das bei der Loop im deindex der Else action ganz unten
    A
    Im vorherigen Post, wenn Generator 1 zerstört wird, dann werden sie meinem Debug nach auf 0 gesetzt, sie müssten aber 1 sein, da es ja noch generator 2 gibt
    A
    Generator 1 built -> indexed
    Generator 2 built -> indexed
    Generator 1 destroyed -> TempInteger2 = 0, TempInteger3 = 0

    Das dürfte eig nicht sein
    A
    Es scheint ein Problem mit den Loop integer zu sein, wenn ich einen generator zerstöre, nicht in der reihenfolge wie sie gebaut wurden, dann sind TempInteger2 = 0 und TempInteger3 = 0, was ein Fehler ist, da ja der generator 2 noch existiert

    Das hatten wir doch schon mal mit dem falschen deindex, aber jetzt ist es doch richtig ?
    A
    Na das sind ja ne menge fragen.. ^^ Danke dass du dich mit befasst hast

    - Ich indiziere gleich nach der vollendung des Bau's, da das einfacher ist als beim casten dann zu checken um die einheit schon geindext ist oder nicht. Klar, dadurch hat man halt einen zusätzlichen Trigger.
    - wüsste nicht, wie
    - Da sie als real benutzt werden in der Loop, um den mana amount zu bestimmen
    - der trigger scheint nicht zu funktionieren wenn nicht, da die verbindung dann fehlt.
    - habs versucht, aber das custom script zum verhindern von leaks disabled den trigger

    Yep, das scheint das problem zu sein, es wird kein mana mehr geliefert an instances von anderen generatoren.
    A
    Ne, eigentlich war das theoretisch gemeint, nicht explizit gefragt ^^
    Egal..
    A
    Oh, I understand, thank you! :)

    Yes, why not ?
    A
    Hey, we would create multiple spells for the Zephyr or only one ?

    I worked on the system furthermore, but it does not work, if you have some Muse und Zeit I would be glad if you could take a short look on it.

    Das mit dem 'Needs Fix' fande ich ein bisschen voreilig...
    Jetzt denkt ja jeder, aufrgund von Kommentaren wäre festgestellt worden das es nicht funktioniert, also schreibt jetzt keiner mehr wo ein fehler ist, den ich einfach nicht sehe :(
    W
    prestige is not a substance!

    Hi! How are you? :)

    Long time no talk...!
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
Top