| 06-30-2006, 12:53 AM | #2 |
"(Matching (Neutral hostile controller) equal to User)" That's just weird. Shouldn't it be something like (Owner of (Picked Unit) equal to (Neutral Hostile))? Edit: and I think that once the 15 seconds has passed, only one of those units will be able to move. |
| 06-30-2006, 01:06 AM | #3 |
no for some reason all of the enemy units are marked with the special effect and if goes away after 15 seconds but i just can't get them to freeze. |
| 06-30-2006, 01:18 AM | #4 |
Then I'd guess the problem lies with the set movement speed to 0.00. You could try to set it to 0.01 or pause those units or something. |
| 06-30-2006, 01:44 PM | #5 |
yes pausing them would work i guess. thanks i'll give it a try |
| 06-30-2006, 01:47 PM | #6 |
Stun'em with 0 dmg storm bolt |
| 06-30-2006, 02:03 PM | #7 |
yea pausing them didn't work either.. in order to stun them don't i need to make a dummy and have it cast storm bolt on them? + would this stun all of the units in that group? |
| 06-30-2006, 02:18 PM | #8 |
hmmm now it seems that my first cast of frost nova will pause them but if i go up to a new mob they don't get frozen |
| 06-30-2006, 09:06 PM | #9 |
Crap, lag. |
| 07-01-2006, 12:58 AM | #10 |
#1 what are you talking about? #2 if you are using my spell it's probably because you have a "crap" computer (128MB) because my old computer ran it fine with 256 |
| 07-01-2006, 01:27 AM | #11 |
If you're referring to me, uh... Okay first of all I was going to say something, but then something happend to my connection or something and then it came out messed up. Also, I didn't see the like 5 above posters, so my post was pretty much pointless. |
| 07-03-2006, 03:06 PM | #12 |
<<bump>> i still need this complete any other ideas? |
| 07-03-2006, 03:25 PM | #13 |
Waits in loops are a bad idea. You'll probably need JASS to make this MUI. |
| 07-03-2006, 07:08 PM | #14 |
hmm i'm not all that good with JASS |
| 07-03-2006, 09:04 PM | #15 |
Here are the actions you need (in jass): JASS:function H2I takes handle h returns integer return h return 0 endfunction function I2U takes integer i returns unit return i return null endfunction function I2E takes integer i returns effect return i return null endfunction function I2T takes integer i returns timer return i return null endfunction function Frost_Nova_End takes nothing returns nothing local integer i = H2I(GetExpiredTimer()) local unit u = I2U(GetStoredInteger(udg_gc, I2S(i), "unit")) call DestroyEffect(I2E(GetStoredInteger(udg_gc, I2S(i), "effect"))) call SetUnitMoveSpeed(u, GetUnitDefaultMoveSpeed(u)) call DestroyTimer(GetExpiredTimer()) call FlushStoredMission(udg_gc, I2S(i)) set u = null endfunction function Frost_Nova_Actions takes nothing returns nothing local group g = CreateGroup() local integer i local unit u = GetTriggerUnit() if udg_gc == null then call InitGameCache("jass.w3v") endif call GroupEnumUnitsInRange(g, GetUnitX(u), GetUnitY(u), 650, null) loop set u = FirstOfGroup(g) exitwhen u == null if //No idea what that condition you have is, but put it here (someone help// then set i = H2I(CreateTimer()) call StoreInteger(udg_gc, I2S(i), "unit", H2I(u)) call StoreInteger(udg_gc, I2S(i), "effect", H2I(AddSpecialEffectTarget("Abilities\\Spells\\Undead\\FrostNova\\FrostNovaTarget.mdl", u, "origin"))) call TimerStart(I2T(i), 15, false, function Frost_Nova_End) call SetUnitMoveSpeed(u, 0) // NB: This will only work if minimum speed under gameplay constants is 0, I think. endif call GroupRemoveUnit(g, u) endloop call DestroyGroup(g) set g = null set u = null endfunction |
