| 10-27-2006, 06:33 AM | #1 |
I read darkwulfv's tutorial which shows two methods of achieving this, making all variables arrays and using player numbers and using a custom script to trick the editor into making 1 variable local. This works fine for one trigger, where I make the unit local and base all other variable's array numbers on the owner of that unit. However I also have 2 other triggers firing using the periodic event, and those aren't working. I set the unit variable to local for those triggers and I have no idea how that is supposed to work since I do not know jass, but is there a way to get MUI working over multiple triggers? On a related note, if I get the array thing to work, how do I make the call RemoveLocation (udg_TempPoint) script to include the array? |
| 10-27-2006, 06:54 AM | #2 |
call RemoveLocation(udg_yourPointArray[bj_forLoopAIndex])
exchange bj_forLoopAIndex if you have something else than IntegerA. for the other part, post your triggers. |
| 10-27-2006, 08:23 AM | #4 |
Of course the value doesn't carry over, that's what local variables are, local. If you want your spell to be MUI, then your periodic trigger must be capable of handling more units at the same time anyway, so attempting this with a single unit variable is wrong. You need a global unit group to which you add all units casting the spell, and then have your periodic triggers do stuff for each unit in the group. |
| 10-27-2006, 10:48 AM | #5 |
Yes, Anitarf is very right, notice you are declaring a local, a local is something that can only be used in that function (if your not too good with jass think a function as a event function, condition function or a action function), your declaring it in the action function of your first trigger, so it will only be usable in that trigger, this is where the global array comes in, set the array to the triggering unit, array count is players number, and grab the unit in the other trigger/function to get it back. |
| 10-27-2006, 05:41 PM | #7 | |
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