the hellfire cloud abillty is a custom one right? cuz i cant find it O_O
and cant i solve the undead healing problem if only the guy that has undead units has this ability?
I would suggest that you don't ask for it in JASS, as you wouldn't have any idea how to change itTooolbox
can u send me in "custom text" so i can copy paste whould be much easier
i mean if its not any trouble at all.
thank you.
Hmm, a little question to Tooolbox:
In your last post, in the trigger you posted there's this line where you heal (or damage) the Picked Unit. Could you tell me why, when you "check" the level of the Hellfire Cloud ability, you use an arithmetic function consisting of adding 0.00 to the level of the ability?
Would it not be better to simply convert the level of the ability to a real, not to add 0.00 to it and therefore not to use an arithmetic function at all?
Or am I missing something?
Edit: Also, I tried your trigger out in a test map. It turns out that it also damages/heals the caster. I'm not sure how Cherkess want's the ability to function, but I would personally add another condition in the Pick Unit action that specifies that the caster is not a target of the ability. Oh, and yes in my test map it perfectly worked without adding 0.00... am I STILL missing something?
sry tooolbox if these question piss u off i dont know anything bout triggers :/
can u please send me the map with this trigger but also with the condition that ste@lth talked bout [email protected] i cant make the if condition thingy :S
Tooolbox said:This trigger would work, except for the unfortunate fact that Breath spells have built-in Friend-or-Foe detectors in their code. The Targets entry doesn't seem to do much...it doesn't even affect Neutral units, just enemy ones. So I'm afraid this ability will require a completely triggered delivery system (evaluating what units are within the cone, and so forth).
Wrong section, this should be in the spells/systems sections
Emulate a breath of fire spell bye using simple triggers. You need to pick all units in an area, for most efficency do this with a offset in the direction of the casting unit's facing angle and then run your cone detection actions. You now have all units in a perfect cone and so simply loop through them all and run your actions using an "if then" to detect if they are valid targets or not. Simple maths is all that is required.
Pfft, my way works too, I've done it before(though I think the first person besides me to come up with the correct method)
Pfft, my way works too, I've done it before
It's also more accurate to warcraft breaths, as it is a warcraft breath
And AngleBetweenPoints does return a correct value (and GUI converts it to degrees for you too, how nice of it.)
It's just that
Angle Between A and B = 180 - Angle Between B and A
hmm this is kinda complex
where did u get the abs thingy? :O i cant find it or is it a Variable
Ste@lth if u made the trigger work as u say it did can u send the test map with the new condition u talked bout plz ^^ send it to my e-mail
<E-mail address edited out>
(abs thingy- is at if conditions...)
sry tooolbox if these question piss u off i dont know anything bout triggers :/
can u please send me the map with this trigger but also with the condition that ste@lth talked bout <E-mail address edited out> i cant make the if condition thingy :S
Bah, screw warcraft breaths then"Your way" was what I attempted first, and discovered that Warcraft Breaths (specifically Breath of Frost) do not add buffs to allied units, no matter the targets.
Bah, screw warcraft breaths then
Let's call Angle Between Points (point a, point b) ABP(a,b) for quickness sake
Angle ABP(a,b) (a and b being locs) is the angle FROM a to b. Since angles, unlike distances, are not equal when going opposite directions, naturally, ABP(a,b) = the opposite of ABP(b,a)
Since there are 360 degrees in a circle, or 2pi radians, depending on the system you're using --
The opposite angle to an angle is 1/2(total angle units) - (first angle). Thus, (pi - a) if you're in radians, or (180 - a) in degrees.
Thus, ABP(a,b) = 180 - ABP(b,a)
And it shouldn't matter if you swap it either way, it returns the value fine. (and I should note there's no Angle Between Units in GUI, as far as I've ever been able to find)
Math - Angle Between (Unit A) and (Unit B)