| 09-18-2006, 03:23 PM | #2 |
Dont know what should be your problem, are you sure you are not using the variables somewhere else? One more thing, is this supposed to keep on forever? Because it does... |
| 09-18-2006, 03:28 PM | #3 | |
Quote:
Not quite, it stops once the unit is off ice or lava. Although i dont see any problems either, and it uses the variables instantly without waits, so there would be no conflict with other triggers. |
| 09-18-2006, 03:36 PM | #4 |
Yes, it stops when off from ice or lava (would propably look like shit when it comes with a speed at 15/0.03 sec and just stop), but else it keeps on forever. But i think the problem is the unit starts sliding too early (unit - make unit face angle over 0.00 seconds takes a bit longer than 0.00 seconds...) If you try using a boolean and let the unit wait 0.03 seconds before sliding i think he will slide the right way. |
| 09-18-2006, 03:47 PM | #5 |
Instead of using SetUnitFacingTimed, which is in GUI, use SetUnitFacing, which dosent need a time to imput, it does it instantly. JASS:native SetUnitFacing takes unit whichUnit, real facingAngle returns nothing |
| 09-18-2006, 03:53 PM | #6 |
Does that work for custom script? "call SetUnitFacing(MyUnit, 90)" as an excample? |
| 09-18-2006, 03:57 PM | #7 | |
Quote:
Yes it works great. Your example will work. EDIT: Remember, your "90" has no decimal point, and it needs one or you will get a error, so change it to 90. if your going to use it. |
| 09-18-2006, 04:05 PM | #8 |
Okay... I got some spell based on aerial shackles that swings the target around the caster and throws it away if you stop channeling or duration ends. Looks shit whith the normal GUI facing stuff. Trigger: Custom Script: call SetUnitFacing(MyUnit, 90.00) |
| 09-18-2006, 05:09 PM | #9 |
Yes it would work fine. |
| 09-18-2006, 05:47 PM | #10 |
(Damn getting off-topic now :p) Use the script me and TideHunter was disgussing instead of the unit - face angle action, and use a temporary real variable for angle. |
