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    posted a message on Custom Scripts

    @Mugen245: Go

    More flexible means that you can do more things. The lowest level example would be dynamically creating triggers using TriggerCreate(string func).

    The highest level example would be defining structs and passing those around using structrefs:

    struct player { int num; string name; unit hero; }; typedef structref<player> player_r;

    void doStuff(player_r p); typedef funcref<doStuff> doStuff_r;

    etc. etc.

    Being able to do more things, though, does not necessarily mean being faster.

    Posted in: Triggers
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    posted a message on Update the Website!

    One of the things that bothers me is the lack of support for tabs and also lack of leniency for multiple new lines.

    Posted in: General Chat
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    posted a message on Custom Scripts

    @Mugen245: Go

    int i;
    
    for(i = 0; i < 5; i += 1) {
      doStuff();
    }
    

    That will do what you want. Do note that i must be declared before and outside of the for loop. All declarations must be at the top of a function. Also, the last expression, incrementing/decrementing, does not accept i+ +, only i += 1, etc.

    Posted in: Triggers
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    posted a message on Toss Ability
    Quote from Mugen245: Go

    Heres what I did' From what I noticed Sotis was using Persistent Effect, but it doesnt seem to work other than Modify Unit Height in my side.

    SotIS doesn't use a persistent.

    Posted in: Data
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    posted a message on Custom Heroes - How to Add Abilities

    @michaeldrotar: Go

    You can't modify the card by catalog triggers or upgrades.

    If you really want any ability assignable to any QWER hotkey, then yes, you will have to create those buttons for all of them, and upgrades to enable them.

    Edit: At least to my knowledge.

    Posted in: Triggers
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    posted a message on Rotating Orbs via a Buff (Almost Solved)

    @Mugen245: Go

    The easiest way to create a single orb rotating around a unit is have it as a model animation style continuous, attached to the unit, with a rotator in its Host Site Operations: Operations field.

    This can sometimes look wonky when the unit turns, as the orb will also turn around the unit independently of the rotator. To solve this you can add a variance rotation actor with just hold rotation enabled to the Host Site Operations: Operations field as well.

    I've never tried to fire such an orb so I couldn't tell you how to do that but it promises to be more complicated.

    Good luck!

    Posted in: Data
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    posted a message on Out of curiosity... Is this normal?

    @Doubleclick123: Go

    Those must be some damn special shapes to require 51 separate images.

    Just kidding. I can't possibly imagine any single thing requiring 51 separate images under any circumstances.

    Posted in: General Chat
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    posted a message on Out of curiosity... Is this normal?

    @Doubleclick123: Go

    .... Why not just use a single full image of the bar, put it inside a panel, and then shrink the panel? ................... lol ...................

    Posted in: General Chat
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    posted a message on Out of curiosity... Is this normal?

    @Doubleclick123: Go

    ... I don't get it. What are those images?

    Posted in: General Chat
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    posted a message on Player Respawning

    I suggest that you examine the trigger I set up in my demo.

    Posted in: Triggers
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    posted a message on Player Respawning

    @bigredalpha: Go

    The only one that you're supposed to put on the unit is the Respawn Shield. Respawn Shield will apply Respawn to the unit when they take fatal damage. Then you use a trigger to catch the activation of the Respawn behavior, not the unit dying. The unit can't die.

    Posted in: Triggers
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    posted a message on Done map. What next?

    @xxxNEARBYxxx: Go

    You could try joining the chat channel of a similar game (like Aeon of Storms) and advertising there.

    Having played both games, though, I have to tell you that they won't migrate to yours. They'll try it which may boost your play rate for a little while, but that's it.

    Posted in: General Chat
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    posted a message on Player Respawning

    @bigredalpha: Go

    Set up the respawn system.

    Respawn Shield behavior has the damage response and applies the Respawn behavior. When Respawn behavior activates, trigger activates to respawn the unit.

    Posted in: Triggers
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    posted a message on Player Respawning

    @bigredalpha: Go

    Just don't let the unit die in the first place. If you let the unit die you have to retrain all of its abilities and give it back any items it had.

    Instead, just give it a behavior with a fatal damage response that negates the damage and has an effect or runs a trigger to perform any respawn actions you want.

    Posted in: Triggers
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    posted a message on Manipulate Mini-Map?

    @Amaroq64: Go

    What you're asking for isn't possible.

    I believe it is possible to show only part of the map on the minimap at a time - Blizzard does it in the campaign. It might be tied to the trigger action locking the camera to a region or something like that.

    Posted in: Miscellaneous Development
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