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Do Multiple ActionsFor each (Integer TH_INT) from 1 to TH_INT, do (Actions)
U need to use a tempInt for the first looping integer and then from 1 to ur max index. Also u dont de-index anywere so u will hit the max array limit somewere.
My tutorial has a chapter on indexing that can help u. Things a GUIer Should Know. its in my sig.
The chapter in there is how to index
Do Multiple ActionsFor each (Integer TempINT) from 1 to TH_INT, do (Actions)
Loop - Actions
Set TempPoint[1] = (Position of TH_Missile[TH_INT])
Set TempPoint[2] = (TempPoint[1] offset by 35.00 towards (Facing of TH_Missile[TH_INT]) degrees)
Set TempUnitGroup = (Units within 50.00 of TempPoint[1] matching ((((Matching unit) belongs to an enemy of (Owner of TH_Missile[TH_INT])) Equal to (==) True) and (((Matching unit) is alive) Equal to (==) True)))
Unit Group - Pick every unit in TempUnitGroup and do (Actions)
Loop - Actions
Unit - Cause TH_Caster[TH_INT] to damage (Picked unit), dealing TH_Damage[TH_INT] damage of attack type Spells and damage type Normal
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in TempUnitGroup) Greater than or equal to (>=) 1
Then - Actions
Unit - Kill TH_Missile[TH_INT]
-------- End --------
Set TH_INT = (TH_INT - 1)
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
TH_INT Equal to (==) 0
Then - Actions
Game - Display to (All players) the text: off
Trigger - Turn off (This trigger)
Else - Actions
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
TH_Range[TH_INT] Less than or equal to (<=) 0.00
Then - Actions
Unit - Kill TH_Missile[TH_INT]
-------- End --------
Set TH_INT = (TH_INT - 1)
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
TH_INT Equal to (==) 0
Then - Actions
Game - Display to (All players) the text: off
Trigger - Turn off (This trigger)
Else - Actions
Else - Actions
Unit - Move TH_Missile[TH_INT] instantly to TempPoint[2]
It problem is in ur looping trigger. U need to use the tempInt variable as the index. Ur using the maxindex variable. U only use maxindex variable when de-indexing
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