Hello, I wanna move the unit group selected buttons to some place, I did this:
library myLib initializer init
private function onSelect takes nothing returns nothing
local framehandle unitFrame = BlzGetFrameByName("SimpleInfoPanelUnitDetail", 0)
local framehandle...
Hey all,
I recently started back to Warcraft 3 and Starcraft 2 and found it was difficult to start a lot of older custom maps due to limited visibility and community, so I decided to start one up myself. A brief description is below. We would love to have additional members!
We are an active...
My issue is that both call DisplayTimedTextToForce( GetPlayersAll(), 4.00, "locusts in group: " + I2S(CountUnitsInGroup(locust_spawns_group[i])) ) and
set globalInt = 0
call GroupEnumUnitsOfPlayer(locust_spawns_group[i], p, function CountLocustsInGroupEnum)...
hello there,
If I nest a "pick every unit in unit group" loop inside a "pick every unit in unit group" loop - which unit will be treated as picked unit?
will something like this work, or will it refer back to the first picked unit again?
Carried periodic
Events
Time - Every...
Trigger
Events
Player - Player 1 (Red) types a chat message containing test as An exact match
Conditions
Actions
Set VariableSet Hero_Group = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Hero))
Unit Group - Pick every unit...
I want to pick every unt in a group matching some conitions and then deal damage to them. This works fine as long as I don't kill any unit. If I do, then the UnitGroup loop still cycles through all units inside the UnitGroup, but:
1. every other unit after the dead one, doesn't recieve damage...
I don't understand:
For each (Integer INT) from a to b, do (Actions)
Unit Group - Pick every unit in GROUP and do (Actions)
I think, that every action inside a "For each INT from a to b do (Actions)"-loop, is executed for the current value of INT, then INT gets increased by 1 and repeats all...
Hey guys :) I got this problem. I want 8 Forces with every time 3 players. I figured out there was a maximum of 6. I think I played many fun maps and in some of them you had more than 6.
function hAI_GetUnitFightPowerAgainstUnit takes unit u1, unit u2 returns real
local real sourceHp = GetWidgetLife(u1)
local real targetHp = GetWidgetLife(u2)
local real sourceWeaponDamage = hAI_GetUnitWeaponDamageToUnit(u1, 1, u2) // u1 weapon damage against u2
local real...
Hey guys :)
i have been working on a prototype for a Group movement system...inspired by total war unit movement.
i got a very basic prototype running and some experimental optional features.
I would like to get some feedback and/or ideas on how to improve the system in terms of efficiency...
Hey there :)
can somebody tell me how to properly use custom scripts to create a specific unit group in a group array.
I need to number it as follows: Custom value of Unit + (Player Nr. of owner casting unit * 10)
is that even possible?
greetings
CodeBlack
Hey guys,
i am currently working on a group movement system for one of my maps and so far everything works fine...except one thing.
This is the first time im using hashtables as core of a system and i dont understand how to use them with Unit Groups.
I tried this:
Unit Group - Add (Last...
I thought of writing up something that would allow destructable groups to be utilized for more than what Blizzard has given us access to. Here is what I've written:
Knowing of the possible new API for the newer patches of Warcraft III and finally having used it, I have decided to rewrite the...
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