Hello fellow mappers/skinners/moddelers/whatever you are calling yourself Cheers^^
okay ihave a problem im not so godd att triggers so i need your help
can some1 make me a tower taht cast chainlighting on attack and the chainlighting can target more than 16 (what world editor has a max) likethe lightning jumps to 100 nemies not much damage but jump to many and instruct how to make it really easy so even i cna understand and about those credits if you get it in my map so it works how ever you want your credit ill do it!! like your name fdisplayed on the map your name displayed every 5 min choose
are you 100% sure that the the unit needs to be a hero hmmmmm.... could it work with a hero building ????
"this is my wet dream" A tower that on attack have chainlighting that doesnt do much damage but if i build it at end of td att no units are killed before (so they run close) it will jump on every1 of them would be awsome even if they was like 250 units running
the one that can make this add any type of trigger that will show your name on the map and i will do it if you could solve my problem (the concept of the TD 3 player Insane hard one life and be able to maze but it will be exspensive
lol thats the part i dont know abought cuz the ability is hero and if u change it too unit ( orc-farseer doesnt work and it limits u to some aabbilitys) that was off the top of me head all play arround with the triggers for u i might put it in my rpg n e way
the orc farseer is just GUI BS to make it easier to understand - it does not have to be a hero casting the ability.
also, attacked unit sucks. so does dying unit, and many others, like Casting Unit. these can be replaced by Triggering Unit, in any case where the unit you want is directly mentioned by the event.
also, attacked unit sucks. so does dying unit, and many others, like Casting Unit. these can be replaced by Triggering Unit, in any case where the unit you want is directly mentioned by the event.
LIES! Triggering unit gave me two hundred undesired bugs where it would hit no unit or it would hit the wrong unit (i.e., with attackING unit and killING unit) Triggering unit works on the occasion, but once you get into advanced triggering, it gave me bugs that were fixed by specifying WHAT triggering unit, because sometimes there is more than one, like with killing/dying unit and attacked/attacking unit. --donut3.5--
So you use attacking unit/triggering unit? Hmmm... I guess that could work, but what exactly is wrong with using attacked unit? Triggering unit doesn't show me any negs or pos... --donut3.5--
donut, JASS knowladge is required to understand this CastingUnit is the same as TriggerUnit ,and so on...
Ok, about this triggeringunit/attackingunit thing: There are different unit events, and different unit references go to each other. in all of them Triggering Unit refers to the unit that is the "victim" (that triggered the trigger, i can't say it anyway else :S). In A unit is attacked, the Triggering Unit refers to the attacked unit, but AttackING Unit refers to the unit that attacked the Triggering Unit. It's not that hard to understand, but i can't write it down better...
function GetAttackedUnitBJ takes nothing returns unit
return GetTriggerUnit()
endfunction
unneeded function calls = slow
anyways, even though stuff like Casting Unit doesnt do that, triggering unit still runs faster. noone has found out why it runs faster than the other NATIVE unit returning funcs, but it does, probably cuz its more general
Actually PurplePoot, the slow is unsignificant for both BJs and GetTriggerUnit() vs GetCastingUnit(). I do agree that the use of BJs is useless and it will cause the use of some unsignificant calculations, and yes, I am totally against their use, but they are not slow! They can prove to be slower if used in tandem with a lot of timers and at the same time, and maybe on some slow computers... But on themselves, they certainly are not slow. They are slower than the normal natives, but just a little, so not taking them in comparision, they are fast.
well, theyre not THAT much slower ( like .000001s ), but you might as well get used to using them
anyways, GetTriggerUnit is much more efficient as it is, cuz it is shorter than most calls ( saves a lil bit of size for every call ), and is more general, allowing you to not have to remember 25 references to what ARE the triggering units
and again, about the BJ thing, i should note that you taught me alot of my earlier JASS