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Old 07-14-2007, 01:02 PM   #16
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one word
mad
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Old 05-21-2009, 12:01 AM   #17
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Make vjass version ffs.
Implementing gui stuff is pain in the ass.
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Old 05-21-2009, 02:06 AM   #18
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dude this is like 4 years old
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Old 05-21-2009, 03:43 AM   #19
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well, vex has resurrected a few of his spells to vjass them...
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Old 05-21-2009, 10:34 AM   #20
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Quote:
Originally Posted by emjlr3
dude this is like 4 years old
That is exactly the problem.

Vex if you do make an update on this make sure to add this options:

* Create black mask on hero selection area for player after selection
* Create a hero at random location inside hero creation region


Collapse JASS:
 local real x = GetRandomReal(GetRectMinX(HeroCreation[P]), GetRectMaxX(HeroCreation[P]))
 local real y = GetRandomReal(GetRectMinY(HeroCreation[P]), GetRectMaxY(HeroCreation[P]))
//...
call CreateFogModifierRectBJ( true, id, FOG_OF_WAR_MASKED, HeroSection[P] )

id is a player variable, P is a player index? (starting from 1) {hay it is your convention}
This is all in SetPlayerHero function
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Last edited by cohadar : 05-21-2009 at 10:36 AM.
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Old 05-21-2009, 04:36 PM   #21
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did you check out mine in the samples section?
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Old 05-21-2009, 04:41 PM   #22
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Bleh, I guess I should update it.
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Old 05-21-2009, 06:07 PM   #23
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Quote:
Originally Posted by emjlr3
did you check out mine in the samples section?
No, I did not know it was there.
Why is it in samples section anyways? Hero Selection is obviously a system...
(Vexorian's sense for organization )

Quote:
Had originally been using Vex's system for a map I have been playing around with, and finally got fed up with players not being able to view the same hero simultaneously.
Did not know about that limit hmmm.

I already vjassified Vexorians version for my personal needs but I guess it does not hurt to check this one too (at least to see how to overcome simul limit)

@Vex
Ye you should, it is a very good system that is suffering from code rotting.

EDIT:
@Vex

If I am not mistaken the reason for non-simultaneiousness of this system is the overhead arrow.
You can fix that like I did in Gyrocopter Arena
Make overhead arrow a local effect.

Collapse JASS:
    // overhead arrow
    private constant string FX1 = "Abilities\\Spells\\Other\\Aneu\\AneuTarget.mdl"
    // some small effect with no stand animation
    private constant string FX2 = "Abilities\\Spells\\Human\\Feedback\\SpellBreakerAttack.mdl"    

    // selection player sees overhead arrow, all others see some short "flash" on hero.
    if GetLocalPlayer() == Player(id) then
        set MPI_TargetFX[id] = AddSpecialEffectTarget(FX1, target, "chest")
    else
        set MPI_TargetFX[id] = AddSpecialEffectTarget(FX2, target, "chest")
    endif   

    // destruction is simple 
   call DestroyEffect(MPI_TargetFX[id])

The main trick is obviously to create same number of handles for local player as for everyone else.

I think you will also have to change select hero and random hero from abilities to units like emjlr3 did.
He on the other hand could add the overhead arrow like I suggested here.
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Last edited by cohadar : 05-21-2009 at 06:42 PM.
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Old 05-21-2009, 08:29 PM   #24
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it wasn't good enough to be a system obviously...sort of like my attribute system, and assist system, and jump template...ug
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Old 05-21-2009, 08:31 PM   #25
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Quote:
// overhead arrow
private constant string FX1 = "Abilities\\Spells\\Other\\Aneu\\AneuTarget.mdl"
// some small effect with no stand animation
private constant string FX2 = "Abilities\\Spells\\Human\\Feedback\\SpellBreakerAttack.mdl"

// selection player sees overhead arrow, all others see some short "flash" on hero.
if GetLocalPlayer() == Player(id) then
set MPI_TargetFX[id] = AddSpecialEffectTarget(FX1, target, "chest")
else
set MPI_TargetFX[id] = AddSpecialEffectTarget(FX2, target, "chest")
endif

// destruction is simple
call DestroyEffect(MPI_TargetFX[id])
Or this
Collapse JASS:
private constant string FX = "Abilities\\Spells\\Other\\Aneu\\AneuTarget.mdl"

//...

local string s = ""
if GetLocalPlayer() == Player(id) then
    set s = FX
endif
call AddSpecialEffectTarget( s, target, "chest" )
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Old 05-21-2009, 08:33 PM   #26
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incase you want to move/kill the effect in another function or another thread of the same function

i never thought to though, its a good idea

however, the only reason for them was to see who was viewing what - and since you know what hero you are viewing, its a bit silly
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Old 05-21-2009, 10:05 PM   #27
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It looks more kewl == not completely pointless.

@Bobo_The_Kodo
Have you actually tested your code in multiplayer?
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Old 05-21-2009, 10:18 PM   #28
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Cohadar yours should desync, you are creating handles for a local player
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Old 05-21-2009, 11:41 PM   #29
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Quote:
Originally Posted by emjlr3
Cohadar yours should desync, you are creating handles for a local player

Play Gyrocopter Arena to see how much it is not desyncing. (target lock ability)
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Old 05-22-2009, 12:53 AM   #30
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Quote:
Originally Posted by emjlr3
Cohadar yours should desync, you are creating handles for a local player
it wont desync since the handle count wont be different ...
And of course there is nothing about effects which could desync ...
local unit could e.g. be damaged > desync .... there is nothing which can happen to an effect except being destroyed ... and that is no problem for effects, as long the handle count is the same for all players.
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