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#1 | |
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I love you all.
Join Date: May 2003
Posts: 1,915
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NOTE: You have been redirected in order for our attachments to be made available to you. This will only last two minutes; these measures where taken to avoid hotlinking and bandwidth theft. To avoid these restrictions Log in or Register Like shadow1500's damage show system but in GUI.
Simple. but usefull! It leaks -> Quote:
Last edited by Freakazoid : 07-17-2006 at 10:58 AM. |
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#2 |
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Dread Lord of the Cookies
Content Director
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- Unit check should run on map initialisation, rather than 1 second, or it could result in units being added twice (and to decrease lag in game).
__________________- More descriptive trigger names (with correct spelling) would be advisable, possibly with a prefix such as Damage Display, and then Text, Setup and New Units. |
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#3 | |
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I love you all.
Join Date: May 2003
Posts: 1,915
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Quote:
K, well if trigger names are the porblem, then lets all ![]() |
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#4 |
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Missing You All at Wc3c
Site Owner
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Give me a shorter thread title, this is kind of long.
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#5 | |
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I love you all.
Join Date: May 2003
Posts: 1,915
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Quote:
Delete the "Unit takes damage -> ". |
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#6 |
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I love you all.
Join Date: May 2003
Posts: 1,915
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Updated and with pic!
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#7 |
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Missing You All at Wc3c
Site Owner
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Name fixed, I'll get someone to review this.
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#8 |
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I love you all.
Join Date: May 2003
Posts: 1,915
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Kool, thanks!
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#9 |
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Rehabbing
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just a question...what is the point of this when we have the same thing in JASS
__________________this is less optimized(obviously), and with the strict rules they have here I am sure they have easy instructions to implement not knocking your work, I just don't see a point to it |
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#10 |
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I want you inside me...
Join Date: Oct 2002
Posts: 4,006
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HAH. I've read that JESP stuff, for somone who's not really interested in trying to learn a programming language, JESP based stuff is totally useless. JESP is only useful for people who are willing to learn some JASS, and even then i find implementing such spells extensive and tedious.
__________________This on the other hand, i understood quite easily and implemented it in about 10 seconds. |
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#11 | |
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I love you all.
Join Date: May 2003
Posts: 1,915
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Quote:
Pheo speaks for me. |
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#12 |
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Missing You All at Wc3c
Site Owner
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Wrong, JESP makes it easy for people who don't want to change the spell fundamentally to insert the spell into their map; and set the damage/effects all in a nice clean order. JESP != JASS.
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#13 |
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I love you all.
Join Date: May 2003
Posts: 1,915
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Well can someone look into this, approve or send it to the graveyard. I dont want it to turn into "Jass vs GUI" thread
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#14 |
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Moderator
Code Moderator
Join Date: Feb 2006
Posts: 1,405
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I like that it is very simple. However, it leaks memory when units die as events are never destroyed. The only way around this is to use one trigger per unit. I don't know how you could fix this in GUI with out destroying the elegance.
__________________Also, you need to use GetWorldBounds() instead of playable map area, as units can be safely moved outside of playable map. This might be a great first step in a tutorial on damage tags. Because of things like healing and critical strike, each map will have slightly different needs for which makers will need a more generic interface. JESP, by the way, is a concept critical for sanity in anything non trivial. |
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#15 |
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I want you inside me...
Join Date: Oct 2002
Posts: 4,006
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Despite hours of trying on my part, i have been completely unable to implement any but the simplest forms of JESP spells successfully. I find the documentation insufficient, the process required to install the spells overly long, overcomplecated and highly tedious.
__________________But thats neither here nor there, and is unrelated to the thread. |
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