| 06-27-2006, 10:11 AM | #1 |
Ok. I created a dumy ability based of the "Item Illusions" and I want my dummy unit to cast it on a unit. I tried to convert it to jass and change the raw code but it doesn't work. |
| 06-27-2006, 10:24 AM | #2 |
have you converted it to Unit ability? |
| 06-27-2006, 10:34 AM | #3 |
the rawcode doesnt matter, you cast it by the orderstring |
| 06-27-2006, 10:58 AM | #4 |
That's the point, abilities based on Item Illusions dont have order IDs. So unless there is a workaround... I'm guessing it'll include playing with Channel maybe. Maybe simulating the whole mirror image effect via triggers... Decisions, decisions. |
| 06-27-2006, 11:48 AM | #5 |
Search Keywords: "order illusion" to find answer. |
| 06-27-2006, 12:04 PM | #6 |
So there is a difference between the strings and the Ids. :/ Makes sense. |
| 06-27-2006, 12:10 PM | #7 |
Some Order IDs do not have corresponding order STRINGS, like most of the item abilities. JASS:function OrderCheck_Actions takes nothing returns nothing local integer o=GetIssuedOrderId() call DisplayTimedTextToPlayer(Player(0),0,0,60,"|cff009933"+I2S(o)+"=="+OrderId2String(o)+"|r") endfunction function InitTrig_OrderCheck takes nothing returns nothing local trigger t=CreateTrigger() local integer i=0 loop call TriggerRegisterPlayerUnitEvent(t,Player(i),EVENT_PLAYER_UNIT_ISSUED_TARGET_ORDER,null) call TriggerRegisterPlayerUnitEvent(t,Player(i),EVENT_PLAYER_UNIT_ISSUED_ORDER,null) call TriggerRegisterPlayerUnitEvent(t,Player(i),EVENT_PLAYER_UNIT_ISSUED_POINT_ORDER,null) set i=i+1 exitwhen i>15 endloop call TriggerAddAction(t,function OrderCheck_Actions ) set t=null endfunction This will display you the everytime an order is issued the order id and order string. If an ability has no orderstring, oh well it will return "...==" |
| 06-27-2006, 12:14 PM | #8 | |
I had already figured that out, but thanks I suppose. This was the post I dug up. (By Anitarf) Quote:
|
