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Old 07-08-2008, 10:40 AM   #16
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Congratz dude! your spell is approved.
Thx m8. As we usually say, the 4th is ftw xD

Still can anyone explain me that 'Amov' thing ?? Is it done by code ?
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Old 07-08-2008, 11:51 AM   #17
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Collapse Disable movement for unit:
call UnitRemoveAbility(whichUnit, 'Amov')
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Old 07-08-2008, 12:14 PM   #18
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Quote:
Originally Posted by Flame_Phoenix
Ok but, how do I remove that ability ? I can't find it in the Object Unit Editor ?? In which field is it ?


Does it mean that if I lose the contest, the spell won't be moved =S
'Amov' is the move command of the units... it's not visible in the object editor

About the contest, all the submissions must be kept in this section, so be patient.

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Old 07-08-2008, 01:50 PM   #19
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Collapse JASS:
call UnitRemoveAbility(dummy1, 'Amov')
set dummy1 = CreateUnit(GetOwningPlayer(data.caster), DUMMY_RAW, casterX, casterY, dummyFacing)
So, now I just remove "dummyFacing" ?? I can't, if I do that wi'll get a syntax error =S
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Old 07-08-2008, 03:27 PM   #20
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Dude don't change a thing, it's already ok as it is, adding more configurations would overcomplicate your spell, you dont't have to worry anymore about the dummy unit's facing angle, no one sees them anyway. If anyone dislikes how the dummy unit's facing angle is then he should replace it by himself.
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Old 07-08-2008, 06:49 PM   #21
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Dude don't change a thing, it's already ok as it is, adding more configurations would overcomplicate your spell, you dont't have to worry anymore about the dummy unit's facing angle, no one sees them anyway. If anyone dislikes how the dummy unit's facing angle is then he should replace it by himself.
I was not going to add more configurations, I just wanted to understand how that thing worked... why don't we just set movement speed to zero, in the unit editor, like I have ? xD
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Old 07-08-2008, 08:14 PM   #22
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Oh, sorry, I misunderstood.
Quote:
why don't we just set movement speed to zero
You actually can, I think it's the same as removing 'Amov'.
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Old 07-08-2008, 08:24 PM   #23
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Lol .. so much for nothing xD
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Old 07-08-2008, 09:18 PM   #24
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You can only set speed to 0 if you enable it in gameplay constants. Additionally, units with 0 movement speed don't update their shadows if they are moved with SetUnitX/Y.
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Old 07-08-2008, 09:21 PM   #25
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You can only set speed to 0 if you enable it in gameplay constants. Additionally, units with 0 movement speed don't update their shadows if they are moved with SetUnitX/Y.
So removing the ability is better than setting the dummy's speed to zero ?
Meh, it doesn't make any difference, dummy units don't have a shadow anyway xD
I'll just keep using WE unit editor =)
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Old 07-08-2008, 09:23 PM   #26
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Quote:
Originally Posted by Flame_Phoenix
I was not going to add more configurations, I just wanted to understand how that thing worked... why don't we just set movement speed to zero, in the unit editor, like I have ? xD
The difference is that changing the movement speed to 0 won't change the fact that the unit has to face the target to cast the spell. If you remove the 'Amov' ability, the dummy won't need to face the target in order to cast the spell, making it more accurate. Do a test a see for yourself the effect.

Last edited by moyack : 07-08-2008 at 09:24 PM.
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Old 07-08-2008, 09:29 PM   #27
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But I still have to pass the "facing degree" argument right ?
I did a test .. it was a syntax error lol...
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Old 07-09-2008, 02:50 AM   #28
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@offtopic: LOL Pyro, what a nice avatar picture.
Setting the movespeed in the WE Object Editor to 0 will remove the unit's ability to move, it removes both the Move and Patrol command card, even without setting the gameplay constants to 0 it will still remove the unit's ability to move. I'll try testing it.
Update: Yes setting the movespeed to 0 in the WE Object Editor does remove the 'Amov' ability, also when a unit is ordered to cast a spell, it doesn't face the angle anymore, also pyro is right, if you move the unit, the shadow will be left behind lol. I suggest you just remove 'Amov' at runtime via jass.
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Last edited by chobibo : 07-09-2008 at 03:01 AM.
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Old 07-09-2008, 02:32 PM   #29
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EDIT EDIT EDIT

I use WE for the win. Easier for the matter =)
As Moycak says, the simplest, the better =)

Ok, now I added a JESP manifest document and now I set the ApocalypseTrigger, in the Init function to null (thus nullifying one more variable)
Hope you like the changes =)
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Last edited by Flame_Phoenix : 07-09-2008 at 02:33 PM.
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Old 11-06-2008, 08:50 PM   #30
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This was approved by moyack on the first page but for a long time left forgotten in the pastebin. I apologize for that, Flame, and approve this spell (on moyack's reviewing).
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