• 🏆 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!
jonbon29
Reaction score
11

Profile posts Latest activity Postings Experience Media Albums Resources About

  • What your trigger shows are:
    - The Leech Buff increased damaged dealt by 30% of the Source's Strength.
    - The Source will have it's HP increased by the damage dealt plus 30% of its current life.
    - Upon dealing the damage, the Buff will be removed from the Source.

    ^If those are what you want, then you did it right.


    ----------
    Also any idea how to force a unit to play its spell animation instead of attack? I tried putting Play Unit Animation but after the attack animation happen only then the spell animation will be played
    ----------
    SetUnitAnimationById is an alternative, and overrides current animation. The problem is, you need to know the animation index of the spell and it varies every model. So example, the animation index is 3 for Model1, it may or may not be the same for Model2, Model3, etc. You catching my drift?
    Thats very odd O.O thank you for the bug report. I will go ahead and run some tests on it. Do you mind posting a test map? Or does the bug occur in the map I uploaded?

    EDIT: I've fixed the issue :) thank you again for the report. Expect to see the update soon!
    ----------
    well, the function goes like this : call UnitAddAirborne(<your unit>, <your desired height>, <duration>) :D
    ----------
    you should replace GetEnumUnit() with your own unit
    Hello!
    Actually, I did a lot of HP-bar. When divided Hp-bar into small pieces and zooming "selection scale", it is very bad. I made it the best possible.
    well, the function goes like this : call UnitAddAirborne(<your unit>, <your desired height>, <duration>) :D
    uhmmm no, because once it has dropped to the ground, it won't be counted as airborne and such, cannot be suspended :)

    but you can suspend them in the last tick :D
    The triggers look fine. It could be the dummy unit's object editor data. You have to make sure that the dummy unit has no movement speed, has all its animation stuff set to 0, etc.
    Apologies if the copied variables has the AB_Event missing

    Just create a real variable named AB_Event and it should be fixed.

    Probably going to update the list of variables, THANK YOU :D
    Oh I just understood what you meant and yes it is very hard (actually changing the whole spell ^^).
    Sorry!
    You're welcome :)

    There is no configure easy way to do it. You can obviously change it in the code but it is not user friendly to do so.

    Why would you want to do it?
    D
    it's problem with the alpha channel i suppose. try to convert it war3viewer or blplab. war3viewer always give a warn if an icon doesn't have any alpha channel while converting, it will automatically give the icon alpha channel.
    Hmmm, that happens when you use Sleight Of Fist?? Happens everytime??

    The spell with A000 was intentionally made but it is not present. It's because I have read that casting "Fire Remnant" will immediately end the Sleight of Fist so if you happen to have a "Fire Remnant (Ember's lv6 skill)" spell, then just put the raw code there. If you don't have "Fire Remnant", then just input any unused rawcode there (in my example, it's A000).
    Another example is if you want the spell to have a 'manually end' feature, then you can create an ability and input the rawcode there.
    That's the one. You don't need MissileRecycler in your map if you already have Dummy, as Dummy already incorporates the key behavior of MissileRecycler.
    You probably have a projectile system in your map which uses Missile Recycler. Check the trigger category where your other imported systems are and smim through them to see if MissileRecycler had just gotten named to something else.

    I won't be able to check the map for some time.
    Looks like you already have a copy of it in your map if you got that error.
    That's a weird error.. You didn't change anything? That happens when you save the map??
    Well, it did not happened in my city, although rain create some problems, but it happened in few towns in my country. There were lot of rain
    Oh yeah, we also have climate change, so even here some week in year can be windy and heavy storm. Two years ago we had floods.
    I have 4 more exams to finish damn university. Otherwise can't complain much. Shit is same in my country as in yours about job... Too much corruption over here, people can rarely get jobs at all
    Yes, try creating a new trigger and set a unit variable to the pre-made shop in the map. Then convert that trigger to JASS and you should get something like gg_unit001 or something. That's your shop, so the next thing to do is replace the CreateUnit in the sample to the gg_unit001 that you generated.
    Hahaha, you edited your last VM.

    Nope, what I said in the chat is not true.
    Oh hey jonbon, it's been a long time huh..
    I'm doing fine, just a little busy with school stuffs, but still fine. How about you? How's your project?
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
Top