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 Demon Hunter Locust

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X.x-Cadu-x.X
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PostSubject: Demon Hunter Locust   Sat Oct 03, 2009 2:08 pm

Tigger name is: DemonHunterLocust

Code:

function DemonHunterLocust takes nothing returns nothing
    local integer i = 0
    loop
        exitwhen (i>11)
        call UnitAddAbility(udg_DemonHuntersLocust[i], 'Aloc')
        call ShowUnit(udg_DemonHuntersLocust[i], false)
        call ShowUnit(udg_DemonHuntersLocust[i], true)
        call UnitRemoveAbility(udg_DemonHuntersLocust[i], 'Aloc')
        call SetUnitInvulnerable(udg_DemonHuntersLocust[i], false)
        set i=i+1
    endloop
endfunction

//===========================================================================
function InitTrig_DemonHunterLocust takes nothing returns nothing
    set gg_trg_DemonHunterLocust = CreateTrigger(  )
    call TriggerRegisterTimerEvent(gg_trg_DemonHunterLocust, 0.05, false)
    call TriggerAddAction( gg_trg_DemonHunterLocust, function DemonHunterLocust )
endfunction

Add one Variables name: DemonHuntersLocust Unit Array (Number[Your number of Hero]).
Code:

Set unit
    Events
        Map initialization
    Conditions
    Actions
        Set DemonHuntersLocust[1] = Demon Hunter 0000 <gen>
        Set DemonHuntersLocust[2] = Demon Hunter 0001 <gen>
        Set DemonHuntersLocust[3] = Demon Hunter 0002 <gen>
        Set DemonHuntersLocust[4] = Demon Hunter 0003 <gen>
        Set DemonHuntersLocust[5] = Demon Hunter 0004 <gen>
        Set DemonHuntersLocust[6] = Demon Hunter 0005 <gen>
        Set DemonHuntersLocust[7] = Demon Hunter 0006 <gen>
        Set DemonHuntersLocust[8] = Demon Hunter 0007 <gen>
        Set DemonHuntersLocust[9] = Demon Hunter 0008 <gen>
        Set DemonHuntersLocust[10] = Demon Hunter 0009 <gen>


Last edited by X.x-Cadu-x.X on Sat Oct 03, 2009 2:29 pm; edited 1 time in total
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Kallock
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PostSubject: Re: Demon Hunter Locust   Sat Oct 03, 2009 2:10 pm

good job
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Pat1487
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PostSubject: Re: Demon Hunter Locust   Sat Oct 03, 2009 2:22 pm

You used the wrong array in one of the triggers

In the first trigger you use an array called DemonHunters[]
In the second trigger you set all the demon hunters to the array called DemonHuntersLocust[]

The names of the arrays have to match in order for this to work

It doesnt matter which one of the triggers you change as long as the name matches, but as an example ill change the 2nd trigger so that it would work:

Code:
Set unit
    Events
        Map initialization
    Conditions
    Actions
        Set DemonHunters[1] = Demon Hunter 0000 <gen>
        Set DemonHunters[2] = Demon Hunter 0001 <gen>
        Set DemonHunters[3] = Demon Hunter 0002 <gen>
        Set DemonHunters[4] = Demon Hunter 0003 <gen>
        Set DemonHunters[5] = Demon Hunter 0004 <gen>
        Set DemonHunters[6] = Demon Hunter 0005 <gen>
        Set DemonHunters[7] = Demon Hunter 0006 <gen>
        Set DemonHunters[8] = Demon Hunter 0007 <gen>
        Set DemonHunters[9] = Demon Hunter 0008 <gen>
        Set DemonHunters[10] = Demon Hunter 0009 <gen>

But good job on getting the locust part right
Its been awhile since ive done it, but i dont think you have to remove invulnerability after you remove locust, so you could take out the invulnerability line and it would still work
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PostSubject: Re: Demon Hunter Locust   Sat Oct 03, 2009 2:31 pm

Oops, I never saw Smile
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FaMoUs
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PostSubject: Re: Demon Hunter Locust   Mon Oct 05, 2009 3:45 pm

Don't you think it will be a lot easier like this?
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Pat1487
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PostSubject: Re: Demon Hunter Locust   Mon Oct 05, 2009 5:03 pm

Yeah its easier, but cadu is...
Well hes cadu lol

I didnt want to change what he had like that

Also having an array of the mazing units makes it easier for certain things, so i normally make an array out of them anyway
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FaMoUs
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PostSubject: Re: Demon Hunter Locust   Mon Oct 05, 2009 6:32 pm

Oh yea, that is true my bad Cadu and Pat. But yea i was only trying to help. Shocked
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PostSubject: Re: Demon Hunter Locust   Mon Oct 05, 2009 9:06 pm

Dont apologize or think i didnt want your help or anything
Im glad you posted it cause now it shows people how to do it an easier way

You have to know cadu to get what i meant lol
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Achilles.42
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PostSubject: Re: Demon Hunter Locust   Mon Oct 05, 2009 10:15 pm

cadu is special, spelled spethil
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ShiFteh
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PostSubject: Re: Demon Hunter Locust   Mon Jun 20, 2011 9:57 am

FaMoUs, I tried your locust trigger on the patrols and Demon Hunters and it worked perfectly. The only problem is that the locust only works on TFT, not RoC. What I mean is that, the maze works on TFT and RoC, but on RoC, the locust doesn't work. I already converted the trigger into custom text, but it still didn't work. Any ideas? I could give a link to the map if you want.

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PostSubject: Re: Demon Hunter Locust   Mon Jun 20, 2011 10:13 am

ShiFteh wrote:
FaMoUs, I tried your locust trigger on the patrols and Demon Hunters and it worked perfectly. The only problem is that the locust only works on TFT, not RoC. What I mean is that, the maze works on TFT and RoC, but on RoC, the locust doesn't work. I already converted the trigger into custom text, but it still didn't work. Any ideas? I could give a link to the map if you want.


Just Import abilitydata ! http://tinyurl.com/3c4qe5u

DON'T FORGET ! TO RENAME THE PATH TO : Units\AbilityData.slk

Laughing king
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PostSubject: Re: Demon Hunter Locust   Mon Jun 20, 2011 1:10 pm

OMG Thanks dude! It worked! Now that the problem is done, I can finally release the maze on epicwar.com.

Here's the link if you wanna try it: http://www.epicwar.com/maps/175419/

Again, thank you so much!
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