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Everything posted by Karawasa
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Very, made a post about it.
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Alright, consider this done.
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I guess what I am trying to say is: if the damage is greater then the current hp, I add the reduction to the tower before the damage is dealt is malfunctioning.
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Yes, that has to happen for this to be possible.
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Of course, I think the names are up to par. I'll be posting an updated version for you and the others, you're welcome to provide feedback.
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Again, will not reduce the damage if the total damage is greater then the units max life, regardless of whether the reduction value would keep it alive. If that is a big deal, let me know. The units max life is like 75, so a tower doing 30-40 damage.....
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Last night I coded it, fully functional.
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As you hinted at, Blizzard has a tendency to suck.
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It doesn't prevent lethal damage. i.e. with the reduction, creeps were taken 15 instead of 30 damage from a certain tower. However, when I hit a creep with 29 HP it died.
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But would a wait be better than a wait game time seconds. I heard that polled waits suck, and if you are going to settle with a wait, you should use a normal wait, i.e. triggersleepaction. I was going to do that, but I see you have PolledWait2, what is the difference between that and PolledWait? Also, how much more time/hard would it be to make it accurate? If it is easy, would be preferred.
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There is something amiss about the polled wait. If I set the time between to 5, and the duration to 10.1, it should fire twice but it doesn't. If I set time between to 4.5, and duration to 10, it fires twice, but lasts a few seconds after the second time, instead of 1 second. I dunno what is going on.
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Tested working, just needed to replace: if GetUnitTypeId(atkr)!=tower1_id or GetUnitTypeId(atkr)!=tower2_id then with: if GetUnitTypeId(atkr)!=tower1_id and GetUnitTypeId(atkr)!=tower2_id then
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For those that are concerned, I am looking for suggestions on the model/icon for the following towers: WFN - Impulse/Momentum EL - Warp (level 2) The above I feel are weak, however if you have suggestions for anything else, please do tell.
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Works like a charm.
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I tried else if, but it gave me an error. I see now that it is elseif and not else if. Anyway, nice work.
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Images can't cast spells, that is a huge problem. How about base it off Mirror Image, and then do some coding. This way, you can avoid the placement. Here is how it would work, you cast dummy mirror image spell on a unit, it creates an illusion. The trigger would then replace the illusion with a real unit of the same type, with an expiration timer. I would need the trigger to remove one of two abilities off of the replaced/created unit (the two sell tower abilities). Sounds feasible>
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I found it bothersome to do use a lvl variable, so I modified your function. Will this work? if lvl==1 then return 1200. else if lvl==2 then return 6000. else return 42000. endif endif
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I have figured out why it is fucking up. The damage detection system looks at the real damage that is dealt, thus after armor damage. When the trigger calls damage again, the damage type is such that it takes into account armor again. Thus, if an attack does 18 damage, but after armor it only does 9, then after armor the callback damage only does like 4, which is what it is doing. So, I need to make a damage type that ignores armor. DAMAGE_TYPE_MAGIC
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Oh but I can, because I can dictate what the names will be . Thus, there shall be no conflicts. As for Sell, already done.
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Fatal Error with message everytime the tower finishes upgrading, and would have fired.
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Nice, so vJASS really is the future of WarCraft 3 coding.
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Works like a charm, and looks really good too. Definitely a neat spell, nice coding. Question, will it lag if it is fired a lot at the same time? How repeated is the timer to move the creep up and down?
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Basically, the problem of hotkey conflicts has been eliminated. What we are going to do, is make the first letter of each tower's name be its hotkey to BUILD. To upgrade any tower in the game to its next level, you just press U. U is in, no/bad hotkeys is out!
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I don't know what I was thinking. The part about the killing unit is fine, I noticed that your demo map doesn't have the unit death trigger, when I initially saw no bounty I got concerned. As for making it work, there is no way of doing it such that it fires when a unit finishes an upgrade? The two towers that have this, can only be gotten via an upgrade.
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Doesn't seem to put the unit in the air. What happens is that the unit is basically paused (as if it was being moved) for the duration, then the landing effect is played and the damage is dealt. So basically, it all works (and the custom model is hot) except that the unit isn't launched up.