| 08-21-2008, 12:03 PM | #1 |
How to? I checked xe, couldn't figure out from there, then I tried myself, but with no luck. |
| 08-21-2008, 12:29 PM | #2 |
Do you only need instant dummys, or do you need them to last over time? For instant effects, just create 1 dummy unit and access it with a global variable... |
| 08-21-2008, 12:39 PM | #3 |
I need them instantly, normally I remove them with after ~2 seconds. Would that count at instantly or over time? And should that global be an array? |
| 08-21-2008, 12:45 PM | #4 | |
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Uh... By instantly, I mean that you can just go ahead and use it again DIRECTLY. Instead of creating and destroying units, can't you just use the same one? |
| 08-21-2008, 12:48 PM | #5 | |
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No, that would reduce speed. Greatly. |
| 08-21-2008, 01:00 PM | #6 |
What!? Using only 1 unit is even faster than using many... JASS:globals unit DUMMY_CASTER endglobals function InitDummy takes nothing returns nothing set DUMMY_CASTER=CreateUnit(Player(PLAYER_NEUTRAL_PASSIVE),'e000',0,0,0) endfunction function DoStuff takes nothing returns nothing call SetUnitOwner(DUMMY_CASTER,GetOwningPlayer(GetSpellAbilityUnit())) call UnitIssueTargetOrder(DUMMY_CASTER,"slow",GetSpellTargetUnit()) call UnitIssueTargetOrder(DUMMY_CASTER,"innerfire",GetSpellAbilityUnit()) endfunction |
| 08-21-2008, 01:20 PM | #7 |
The abilities it uses is slow. |
| 08-21-2008, 01:27 PM | #8 |
Set the dummy's Animation - Backswing Point and Animation - Cast Point to 0, and the cast will be instant |
| 08-21-2008, 01:31 PM | #9 |
I find it hard to know what you mean. Did you mean that in your map, the dummy caster will only use slow? Or did you set up a testing environment for the script? If you set up an environment to test that code, check so you didn't forget...
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| 08-21-2008, 01:40 PM | #10 |
You could just use xe? |
| 08-21-2008, 01:50 PM | #11 |
It's for my Condition System, it already uses enough systems, and I'm just gonna use one dummy, it works perfectly. |
