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jonbon29
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  • No you cant.
    The EOT variables are only pointers to the real data. That is why you cant really make more if you dont change the EOT System trigger.

    What you can do is store them in the hashtable that comes with the system.
    In the documentation, you can see what key you have to use... I kinda forgot, but it should be the UniqueId or Id if the unique one doesnt exist.
    Well there's nothing I can do about that, because it seems it's a bug in warcraft. And other users don't report it yet so it must be pc-dependent or something in warcraft's video/gameplay settings.
    Yeah it happened to me too. For some reason, the ability is really on cooldown but the cooldown indicator don't show.Must be a warcraft bug. Example is, I hit the warden at time = 1. The cooldown indicator didn't show but it is unclickable. Then at time = 3, the cooldown indicator is suddenly half way from completing. Sort of a graphical glitch. Is that what you mean?
    No, unfortunately, that's a boundary imposed by the same game engine. You have to play wise with them in order to have variety of ambiance.
    Yes it is possible. Just add a condition, example
    if Percentage Life of Unit is greater than 5 then
    Proceed with the Spell
    Else
    Don't trigger the spell and show error message "Not enough hp"

    Try to search SimError for the custom error message.
    Burning Spear
    Events
    Conditions
    Actions
    Set Temp_Unit = (Triggering unit)
    Unit - Set life of Temp_Unit to ((Percentage life of Temp_Unit) - 5.00)%


    If you don't want to use percentage, use this

    Unit - Set life of Temp_Unit to ((Life of Temp_Unit) - (0.05 x (Max life of Temp_Unit)))
    Having two projects eh. That's kinda hard. I'm looking forward to see your AoS. Good luck bro.
    If you want to deduct by damage, then
    Unit - Make Caster Damage Target by 0.05*Max Life of Target
    Not sure how, but that is not the right script. It somehow got corrupted from when you copied it from the DamageEngine page to when you saved your map.
    I got messed up with an SLK file, which corrupted my map. Anyways, I'm just curious. Why are you into Altered Melee anyway?
    That is supposed to overwrite the cuatom script in the DamageEvent trigger of PDD. If you try to put that into a new trigger you'll get syntax errors.
    If you go to the DamageEngine page, you'll see that I have a version of PDD that you can use instead.
    Ey, with PDD you have to use custom script to Get/Set the widget life, so I wouldn't trust that to work 100% in GUI. DamageEngine will do the job with more security, though barring that your implementation is correct.
    Damage dealer = DamageEventSource
    Physical Damage = (IsDamageSpell Equal to False)


    Third Attack Heals
    Events
    Game - DamageEvent Becomes Equal to 1.00
    Conditions
    IsDamageSpell Equal to False
    Level of (Berserk) for DamageEventSource Greater than 0
    Actions
    Set TempInteger = (Custom value of DamageEventSource)
    Set BerserkCount[TempInteger] = BerserkCount[TempInteger] + 1
    If (All conditions are true)
    If - Conditions
    BerserkCount[TempInteger] Equal to 3
    Then - Actions
    Unit - Set Life of DamageEventSource to ((Life of DamageEventSource) + 50.00)
    Set BerserkCount[TempInteger] = 0
    Else - Actions
    I'm not sure I understand. All that should change is the bottom function should take integer instead of take UnitIndex
    So far asI can tell the only thing that needs to change is the bottom function needs to take integer type instead of UnitIndex.
    Nestharus' Unit Indexer is incompatible due to them both needing the custom value. You will want to modify the other spells to work with GUI Unit Indexer. If you let me know which spells they are I can show you what I mean.
    Well, the ID is just a variable in which I stored the custom value of the dummy unit. You don't actually have to use a variable by that name, any integer variable will work. The custom value will always fit into an array slot and the unit has the same custom value from when it's created up until it's removed from the game.
    Maybe you should make a thread, or ask others because it will take a while for me to fix that, and I'm honestly not in the mood.
    Oh, forgot to mention semicolons are needed.
    E.g.
    return 50.0 * lvl + GetHeroInt(caster, true)*1.00;
    {} <- Curly Brackets

    Look at the syntax of your other functions, it is something like
    function SomeName (...) -> ...
    {
    your codes here
    }
    Since you're using zinc, the function should have the proper syntax like
    private function GetDamage(integer lvl, unit caster) -> real
    I am sorry. I do not know :(

    edit: nevermind! add another ")" at the end, I think that will fix it.
    Well you just need to arrange the coordinates in the particle node, just right click the node, click Edit Node and you'll see coordinates.
    jonbon29,
    [otable]
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    You received this message if you're an at least semi-active
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    A
    Uh, no, you can add text to a tooltip, not borders :)
    You could periodically move the shockwave missile and start picking all enemy units withing range. Then to make sure ghey only damage units once, you could make
    If unit is NOT in ShockWaveDamaged(unit group) then
    Damage Unit
    Add Unit to ShockWaveDamaged
    A
    Hey, how are you ?
    If you have some time, I would be glad if you check out this new tool :)
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