- Joined
- May 14, 2008
- Messages
- 824
EDIT: The question has been solved. No longer valid
Last edited:
local unit u
//
//
set units = GetUnitsInRangeOfLocMatching(110.00, mmpoint,null)
loop
set u = FirstOfGroup(units)
exitwhen u == null
call GroupRemoveUnit(units, u)
if IsUnitEnemy(u,GetOwningPlayer(kd.u)) and IsUnitAliveBJ(u) then
call UnitDamageTarget(kd.u,u, damage,true,false,ATTACK_TYPE_NORMAL,DAMAGE_TYPE_NORMAL,WEAPON_TYPE_WHOKNOWS)
call KillUnit( md.u )
call md.destroy()
set Total = Total - 1
set Missle[i] = Missle[Total]
endif
endloop
JASS:local unit u // // set units = GetUnitsInRangeOfLocMatching(110.00, mmpoint,null) loop set u = FirstOfGroup(units) exitwhen u == null call GroupRemoveUnit(units, u) if IsUnitEnemy(u,GetOwningPlayer(kd.u)) and IsUnitAliveBJ(u) then call UnitDamageTarget(kd.u,u, damage,true,false,ATTACK_TYPE_NORMAL,DAMAGE_TYPE_NORMAL,WEAPON_TYPE_WHOKNOWS) call KillUnit( md.u ) call md.destroy() set Total = Total - 1 set Missle[i] = Missle[Total] endif endloop
exitwhen i > 300
if ( not ( IsUnitGroupEmptyBJ(units) == true ) ) then
why not simply put != ? if IsUnitGroupEmptyBJ(units) != true then
.