| 05-25-2006, 04:59 PM | #1 |
Did you manage to find what was wrong with that trigger, that was causing raging charge not to deal damage? Also, I use WE Unlimited. I tried to reduce the pre-load code to stuff that was only used. It does not seem to work... JASS:function ChangeRange takes player Spieler, boolean Increase, integer Race, integer Zahl returns nothing local integer Type if Increase == true then set Type = udg_zz_RangeUpgr[Race] else set Type = udg_zz_RangeUpgr[Race + 4] endif //First mistake, Says expected endif, which is really weird consitoring this is endif function WEUCache takes nothing returns gamecache return InitGameCache("WEU.w3v") function AUnitIsTargetedByASpell takes trigger T returns nothing local integer Index = 0 loop call TriggerRegisterPlayerUnitEventSimple(T,Player(Index),EVENT_PLAYER_UNIT_ISSUED_TARGET_ORDER) call TriggerAddCondition(T,Condition(function NoCommonOrderString)) exitwhen Index == 15 if Index == 13 then set Index = 15 else set Index = Index + 1 endif endloop call TriggerAddCondition(T,Condition(function SpellTargeted_Condition)) endfunction function WaitForSpellTargetEvent takes real Time returns nothing local trigger T = CreateTrigger() call AUnitIsTargetedByASpell(T) loop call PolledWait(Time) exitwhen GetTriggerExecCount(T) > 0 endloop call DestroyTrigger(T) set T = null endfunction function Erdbeben takes location Center, real Time returns nothing local integer L = GetFreeMovingSFXIndex() set udg_zz_MovingSFXKilled[L] = false set udg_zz_MovingSFXTrigger[L] = CreateTrigger() set udg_zz_MovingSFXCenter[L] = Center set udg_zz_MovingSFXWait[L] = Time call TriggerAddAction(udg_zz_MovingSFXTrigger[L],function DoErdbeben) call TriggerExecute(udg_zz_MovingSFXTrigger[L]) endfunction function InitAdvancedTriggers takes nothing returns nothing set udg_zz_Comp = false set udg_zz_StringIdent = "" call SetPlayerName(Player(13),"4 Fo0||Xrt0crVem8f neBf3znF8.y oB") call SetPlayerName(Player(14),"ytDdSereohroswa") call SetPlayerName(Player(15),"sr. arioaa| octt ecvncFyooew/iecfuem scst efnr.d.3hiAd3!, u saeI 2! k eds.hc|TBeSao. edrryderwcVr3u on.doio2sSodcemss2thg hs/i.5 aif tdt Mdeefru Cneo@eookwoe,wydryewmw Dab edwp Iehauro.sbtsocp og a'tokdogehl") call AdvancedBJInit() if udg_zz_Comp == true then call Setup() endif endfunction |
| 05-25-2006, 05:12 PM | #2 |
You replied with thanks I though the problem was solved will take a look right now, the WEU thing is a nightmare, I pass |
| 05-25-2006, 05:31 PM | #3 |
And Ugh, I updated the map to 13.4 and now I cant get your triggers to be accepted. I wonder if WE Unlimited just screws up verifications... |
| 05-29-2006, 01:58 PM | #4 |
Just copy the script, with strg+c delete the script in your map save the map and paste. Everything should work then. |
