Free Software Terrorist
Technical Director
Join Date: Apr 2003
Posts: 14,898
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It is not necessary to pause non-periodic timers, There is also nothing to null as I am not using a variable there.
Themerion:
 JASS:
public static method createBasic takes integer abilityID, integer orderid, player owner returns xecast
local xecast r=xecast.allocate()
if(r==0) then
debug call BJDebugMsg("Warning: unbelievable but you actually used all xecast instances in your map! Please make sure you are not forgetting to destroy those what you create intensively, if that's not the case, then you'll have to increase xecast MAXINSTANCES")
endif
set r.abilityid=abilityID
set r.owningplayer=owner
return r
endmethod
Though I should probably add an orderstring version, people like orderstrings for some reason.
Switch: That's an error with xefx's documentation, I was using xecast's as a template and it looks I left some garbage there
fixed?:
xefx
----
This module just allows you to have movable special effects, they are actually
dummy units, you can do plenty of things like changing their position, their
height, their rotation (in the xy and in the z axis as well), color, and things
like that. It is all about assigning attributes, the only two important methods
xefx objects have are create and destroy. There are other accessory methods.
implementation
--------------
Just copy the xecast trigger to your map.
xecast object
-------------
__________________________________________________________________________________________________
static method create takes real x, real y, real facing returns xefx
--
This is the create method, it will make a new xefx for you to use, there are
initial values you must specify, like the x,y coordinate and the facing angle.
facing is in radians.
Eg. set myfx = xefx.create()
__________________________________________________________________________________________________
method destroy takes nothing returns nothing
--
This just destroys your xefx object. (call myfx.destroy() )
* List of attributes *
________________________________________________________________________________
string fxpath
----
Determines the model of the special effect, yes, you may change it after
assigning it if necessary to change the model path.
Example: set myfx.path = "abilities\thisisamadeup\modelpath.mdl"
________________________________________________________________________________
real x
real y
real z
----
Determine the position of your special effect, you can keep moving the
effect in a periodic loop, etc.
Example: set myfx.x=myfx.x + 65.0
set myfx.y=GetUnitY(u)
set myfx.z=JumpParabola(t)
________________________________________________________________________________
real xyangle
----
The angle in the xy plane, also called 'facing' angle. (Note: uses radians)
Example: set myfx.xyangle = AngleBetweenPoints(target, source)*bj_DEGTORAD
________________________________________________________________________________
real zangle
----
The angle in the z-axis (inclination?), (Note: uses radians)
Example: set myfx.zangle = bj_PI/2 //Now the model will look towards the sky
________________________________________________________________________________
integer r
integer g
integer b
integer a
----
Well, the model's vertex coloring in RGB , a is the opacity value (use
values from 0 to 255 here)
Example: set myfx.r=255
set myfx.g=0
set myfx.b=255
set myfx.a=128
______________________________________________________________________________________
method recolor takes integer r, integer g , integer b, integer a returns nothing
----
This one assigns all the color values in one pass.
________________________________________________________________________________
real scale (write-only)
----
Allows you to resize the xefx object, the default scale is 1.
Example: set myfx.scale=2.0 //double size (in fact 8x)
set myfx.scale=0.5 //half size (in fact 1/8x)
________________________________________________________________________________
player owner
----
For some reason you might want to change ownership of the effect, for
example, if you use abilityid (see bellow) and the ability does damage.
Example: set myfx.owner = GetOwningPlayer(GetTriggerUnit() )
________________________________________________________________________________
integer abilityid
----
Well, you may use a xefx object to grab a passive ability, perhaps you need
it for ye candy reasons or you want to use it as a damage dealer.
Example: set myfx.abilityid = 'Hphf'
________________________________________________________________________________
playercolor teamcolor
----
The recycle delay is the time to wait before recycling the dummy caster, if
it is 0.0 the ability will be considered instant.
A proper recycle delay is important since when a dummy caster is recycled
its owner becomes player passive. Every damage done by the casted spell will
not credit the correct player.
Some other spells need some time in order to cast correctly. Not to mention
the channeling ones that require the caster to last during that situation.
Example: set somevar.recycledelay=10.0
________________________________________________________________________________
method flash takes string modelpath returns nothing
----
It shows the dead animation of the model specified by modelpath. This is
in case you need this sort of eye candy.
Quote:
(Also i never really got the idea of making a spell that casts more spells it just sounds odd and inefficient, as you could just do the effect of the spell and avoid having to use a caster to cast it at all. The only real reason you would use such a thing would be for having single target spells dealt to a group, and that could even be handled in a picked unit function also.)
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The truth is that blizz spells are always going to be more efficient than you coding the effects yourself, there are also many things where dummy casters is just nice. Also your suggestion about groups is not something I agree with, mostly because I think, we should stop using groups that much, I also think a planned vJass feature would make such system unnecessary.
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