- Joined
- Mar 10, 2009
- Messages
- 5,016
Hello, I'm learning hastables, please could someone tell me if this is the correct setup/basics of a hashtable?...
I've tested it and it worked as a MUI spell...
One problem, if the unit cast it twice or more to the same unit, then it wont destroy the previous effect, so what went wrong?...
NOTE: dont mind the GAme Display coz its my way of testing things
I've tested it and it worked as a MUI spell...
One problem, if the unit cast it twice or more to the same unit, then it wont destroy the previous effect, so what went wrong?...
NOTE: dont mind the GAme Display coz its my way of testing things
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ER
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Bloodlust (Neutral Hostile 1)
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Actions
- Game - Display to (All players) the text: TRIGGER ON
- Trigger - Turn on Timer <gen>
- Set HTInt = 5
- Special Effect - Create a special effect attached to the overhead of (Target unit of ability being cast) using abilities\weapons\DemolisherMissile\DemolisherMissile.mdl
- Hashtable - Save Handle Of(Last created special effect) as (Key Sfx) of (Key (Target unit of ability being cast)) in HT
- Hashtable - Save HTInt as (Key Timer) of (Key (Target unit of ability being cast)) in HT
- Unit Group - Add (Target unit of ability being cast) to Ugrp
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Events
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Timer
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Events
- Time - Every 1.00 seconds of game time
- Conditions
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Actions
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Unit Group - Pick every unit in Ugrp and do (Actions)
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Loop - Actions
- Set HTInt = (Load (Key Timer) of (Key (Picked unit)) from HT)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- HTInt Greater than 0
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Then - Actions
- Hashtable - Save (HTInt - 1) as (Key Timer) of (Key (Picked unit)) in HT
- Game - Display to (All players) the text: (String(HTInt))
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Else - Actions
- Special Effect - Destroy (Load (Key Sfx) of (Key (Picked unit)) in HT)
- Unit Group - Remove (Picked unit) from Ugrp
- Hashtable - Clear all child hashtables of child (Key (Picked unit)) in HT
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If - Conditions
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Ugrp is empty) Equal to True
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Then - Actions
- Game - Display to (All players) the text: TRIGGER OFF
- Trigger - Turn off (This trigger)
- Else - Actions
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If - Conditions
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Unit Group - Pick every unit in Ugrp and do (Actions)
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Events