| 11-17-2008, 10:02 AM | #2 |
Store variables before using wait. It may not work properly. Try this Trigger: Summoning Circle
![]() Actions
![]() ![]() Set Temp_player = (Owner of (Target unit of ability being cast))
![]() ![]() Set Temp_point = (Target point of ability being cast)
![]() ![]() Unit - Create 1 Dark Minion for Temp_player at Temp_point facing Default building facing degrees
![]() ![]() Wait 2.00 seconds
![]() ![]() Unit - Create 1 Skeletal Orc Grunt for Temp_player at Temp_point facing Default building facing degrees
![]() ![]() ...........This spell won't work well if it is cast by two units at the same time because it's global variables not local variables. So maybe you should consider learning JASS. And I thought you posted in the wrong section. Scripts related go to http://www.wc3campaigns.net/forumdisplay.php?f=8 |
| 11-17-2008, 12:34 PM | #3 |
You could stroe the skeleton types in a unit type array before using a "From every integer A" trigger to slowly release them. |
| 11-18-2008, 12:16 AM | #4 |
Rule #1: Don't use "beings casting" because it fires before manacost/cooldown are spent. Instead, use "starts the effect of." Rule #2: Most event responses don't retain their value after a wait, so you'll need to store Target Point of Ability being Cast in a variable before the wait(s). |
| 11-18-2008, 04:38 AM | #5 | |
Quote:
When storing skeleton types in a unit type variable, do I have to make seperate variables for each one, or is there a way to store 'em in one variable? Sorry if it seems like a very *noob question, but I've barely begun GUI :P BestZero, thanks, but what kind of variable is the Temp_player variable? (eg; unit type, game cache) |
| 11-18-2008, 05:31 AM | #6 |
Temp_Player is a player variable, from what I can see. |
| 11-18-2008, 01:29 PM | #7 |
If you have just begun and you want to make it usable in multiplayer game, using array variables for each player is not a bad idea. And this should do it Trigger: Actions![]() Set Temp_player[(Player number of (Owner of (Target unit of ability being cast)))] = (Owner of (Target unit of ability being cast))![]() Set Temp_point[(Player number of (Owner of (Target unit of ability being cast)))] = (Target point of ability being cast)EDIT : Oops, sorry this didn't work in this case, but it do work fine without using of wait so you just consider this reply is a tip. |
| 11-18-2008, 04:31 PM | #8 |
Thanks, BestZero :) +Rep if I can :P |
| 11-18-2008, 04:39 PM | #9 | |
You can't have "target unit of ability being cast" and "target point of ability being cast" at the same time, your spell either targets a point or a unit. Quote:
|
| 11-18-2008, 10:58 PM | #10 |
Meh, when do you ever use non-spellcast events? Player selection and chat events, I guess... |
| 11-19-2008, 07:23 AM | #11 |
OK, well I've got casting all clear and done (since this afternoon). But how do I make random skeletons (of a certain group of skeletons) get summoned? I'm trying to figure it out myself right now, but it's pretty difficult. :P |
| 11-19-2008, 01:18 PM | #12 |
Store the skeleton unit types in a unit type variable array, then use a random num,ber as the index for the array when creating the unit. |
| 11-19-2008, 08:15 PM | #14 |
Wouldn't you want to spawn the skeletons for the owner of the casting unit, not the targeted unit? Why target a unit in the first place? Also, your indexes for the temp_player are different, I don't think that's intended? |
| 11-19-2008, 08:35 PM | #15 |
You should probably add a Raise dead effect at the spawn position just to look better. |
