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Old 10-07-2007, 07:48 PM   #46
Waldbaer
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Well, the spells are example spells and as those, they are neither to be perfect nor to be considered as part of the system itself. The target points for them are created via GUI which is easier to read, but always leaks some locations. I wanted to show how you may apply the system not how to create a perfect JASS-based jump spell. That's what I wanted to make the people who use the system!

Maybe I'll build a leak-free version of the spells in a future version, but this is not worth an official update, I think.
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Old 11-15-2007, 10:50 PM   #47
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I've wanted something like this quite awhile. Thank you for your contribution.
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Old 12-16-2007, 09:11 PM   #48
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It would be nice if there were options to make effects at the start/endpoint (Although start point is easy enough)
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Old 12-22-2007, 12:29 AM   #49
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You have to give the target point of the jump when calling the function. To make effects on it when the unit lands again, use a timer with callback or a similar construction. Adding effects is not the quest of this system, I think, so I won't implement such a feature.

BTW, I just released a little update, version 2.0.1. This is mostly a performance update, for more information read the version history included in the map.
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Old 05-13-2008, 09:42 PM   #50
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little request here.

If it's not too hard can you make a negative jump system?

Instead of jump as up and down, can you make a jump that goes down and up?

This is for the game Ice Dragons Hunt, I wanted to make the flying dragons appear to dive into their caves.
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Old 08-09-2009, 07:38 AM   #51
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This doesn't work with patch 1.24 right?? Could somebody fix this please?
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Old 08-22-2009, 05:07 AM   #52
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I already wrote to you in a private message that I was able tu jump in water using the jump system.

I noticed that when I first cast the jump spell it DOES recognize the non pathing areas like water BUT if I keep on using the spell after a while the unit is able to jump in the water.

Something must be missing in the code???
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Old 09-21-2009, 07:20 AM   #53
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Quote:
Originally Posted by Jaakko
This doesn't work with patch 1.24 right?? Could somebody fix this please?
Agreed
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