- Joined
- Apr 27, 2008
- Messages
- 2,455
Because some jass types don't have a reference counter, you can do silly stuff like that :
By itself that's not really useful, but unit shadows share the same handles ids as the ones you create with triggers, so it's easy to play with units' shadow with this function and an unit indexer.
(Someone could race against Nestharus to make a such resource, because obviously he will need it one day or an other )
Have fun to test it, i remember issues when you destroy them, such as unit selections screwed up (at least visually), but changing the opacity/color should be fine.
Maybe you can do the same with other widgets' shadow. (can't remember if there is a shadow for items and destructables/doodads).
Also i think the shadow is displayed only if the wc3 graphic settings are enough high, so that would mean that such images would not be created for all players, so not always the same image handle id for the same image for each player ?
I've tried to do the same with texttags, but it seems that the ones created by the game and the ones created by a trigger doesn't share the same range of handle id.
And since the return bug is dead, there is probably 0 % chance to get them, if there was any.
I suppose there are such other types, though, such as lightning.
JASS:
function GetFutureNextImage takes nothing returns image
local image im = CreateImage("ReplaceableTextures\\Splats\\AuraRune9b.blp",0,0,0,0,0,0,0,0,0,1 )
call DestroyImage(im)
return im
endfunction
(Someone could race against Nestharus to make a such resource, because obviously he will need it one day or an other )
Have fun to test it, i remember issues when you destroy them, such as unit selections screwed up (at least visually), but changing the opacity/color should be fine.
Maybe you can do the same with other widgets' shadow. (can't remember if there is a shadow for items and destructables/doodads).
Also i think the shadow is displayed only if the wc3 graphic settings are enough high, so that would mean that such images would not be created for all players, so not always the same image handle id for the same image for each player ?
I've tried to do the same with texttags, but it seems that the ones created by the game and the ones created by a trigger doesn't share the same range of handle id.
And since the return bug is dead, there is probably 0 % chance to get them, if there was any.
I suppose there are such other types, though, such as lightning.