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Thread: how to use new modifier calls

  1. #1
    Basic Member
    Join Date
    Oct 2016
    Posts
    203

    how to use new modifier calls

    sorry about the terrible thread, but the search function on this forum is just absolutely woeful.
    i search about 30 different terms last night looking for the post where someone mentioned how "GetModifierAuxiliaryUnits( nModifier )" or similar can be used. (i have not been able to get it to recognise elder titans astral spirit and have had to do a costly unit_list_ally call and getunitname() check.

    if anyone has used this function, is it meant to be: local AstralSpirit = npcBot:GetModifierAuxiliaryUnits( npcBot:GetModifierByName( "modifier_elder_titan_ancestral_spirit")); ???

    thats the same way as chris said modifier stack count should be able to be used, would it not be the same?

  2. #2
    Basic Member
    Join Date
    Mar 2012
    Posts
    1,758
    GetModifierAuxiliaryUnits( int nModifier ) : variant
    Get a table of a modifier’s auxiliary units.
    It returns a table so you might want to do a

    Code:
    local modifiers = npcBot:GetModifierAuxiliaryUnits( npcBot:GetModifierByName( "modifier_elder_titan_ancestral_spirit"))
    
    for _, modifier in pairs(modifiers) do
        print(tostring(modifier))
    end
    Haven't tested it though, but that is how I think it should work.
    Explanations on the normal, high and very high brackets in replays: here, here & here
    Why maphacks won't work in D2: here

  3. #3
    Basic Member
    Join Date
    Oct 2016
    Posts
    203
    ok thanks, ill give it a read over and try when i wake up.

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