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Old 10-18-2006, 02:09 PM   #16
Vexorian
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Hero Contest #3 - 2nd Place

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Quote:
Searching for a reason why this still has not been approved

Sometimes the moderatorship here is kind of slow. Patience is required to deal with us, really. I am checking the updated map.

Edit: I see no problem whatsoever approved
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Zoom (requires log in)Wc3 map optimizer 5.0
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Old 10-18-2006, 05:26 PM   #17
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to get sin/cos i about 3x/4x faster then to write/read from game cache ! so make conclusions...
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Old 10-18-2006, 05:52 PM   #18
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Sorry, I haven't had access at home these last few days (and wasn't able to check the updated version). Thanks for checking it Vex.
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Old 10-18-2006, 08:26 PM   #19
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Originally Posted by Toadcop
to get sin/cos i about 3x/4x faster then to write/read from game cache ! so make conclusions...

...so I'm lucky that I already did it using sin/cos!
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Old 10-25-2006, 01:26 PM   #20
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lol, nice! but can you make it so that you can't jump more then X meters?
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Old 10-25-2006, 07:01 PM   #21
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landing on cliffs and getting stuck is still an issue.
apart from that very nice!
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Old 10-26-2006, 05:46 PM   #22
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lol, nice! but can you make it so that you can't jump more then X meters?
That should be your job, but it's quite simple: If you refer to the Jump test spell, just change it's range in object editor and if you refer to the system, just insert a condition that checks the distance of the jump (DistanceBetweenPoints) and only starts the jump, if the distance is under a certain value.

To prevent landing on cliffs, you can also insert a condition to check if the terrain is pathable at the target, but that's a little more complicated. Ask again if you still need help for it.
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Old 11-19-2006, 07:58 PM   #23
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is there any way that you can make the unit jump to the position faster?
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Old 11-20-2006, 09:48 PM   #24
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The Jump function is time based:
Collapse JASS:
function DCJS_Jump takes unit u, location target, real height, real time returns nothing
So just use a smaller input value for the time and the unit will jump faster!
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Old 11-20-2006, 11:00 PM   #25
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Also, a question waldbaer. how do you prevent landing on cliffs, water, boundaries, or maybe any other place a ground unit couldn't get.
(like getting past a doodad pathing blocker)
if this is not possible, is there anything i could do to make it similar to this?
thanks a lot,
superlaxplayer17

EDIT:

okay thanks waldbaer. i'll just leave it out then.
thank you for helping me out too. i appreciate it.

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Old 11-21-2006, 11:39 PM   #26
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Well, since there seem to be some people who would like to have a path checker and maybe a jump function based on speed instead of time, I'll make a feature update in the next days, I think.
So please be a little patient!

@superlaxplayer17: BTW, even I don't understand really what I should do following your tip and what should be the effect. Anyways, it looks very complicated and I'm sure it can be done easier and saver using the system's already implemented functions.
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Old 11-23-2006, 12:06 AM   #27
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Update!
The new functions should do every job you guys wanted, I think.

Update 11/23/06, Version 1.1: Added the functions DCJS_JumpSpeed, IsLocPathable and GetNearestPathableLoc.
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Old 11-23-2006, 04:32 AM   #28
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thank you waldbaer
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Old 01-05-2007, 03:52 PM   #29
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Can this be used to affect units who have just been swung backwards into the air with the swing of a huge club? Can I make a unit jump backwards upon hit, still facing the direction of the impact? If anyone could shed some light on how to do this, that would be great.
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Old 01-10-2007, 10:17 PM   #30
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I'm not completely sure if I understood your problem correctly, but the Jump functions of the system do not influence facing at all. To face a unit while jumping, you should use the normal MakeUnitFace... actions of the WE. If you just use a Jump function, the unit will keep facing as it was before.
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