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Old 01-11-2007, 04:48 AM   #31
darkwulfv
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You are a god. I've been NEEDING one of these for my map. Just jumping. No spell, no graphics, no DAMAGEEVERYUNITTHERE crap. +rep, and this sucker is going straight into my map.
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Old 01-18-2007, 08:53 PM   #32
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Nice job on the jump system .

I pmed Waldbaer with a few questions about this system, but I realised it would be better if I posted them in this thread, because others passing through might be able to answer them, lol.

So, here they are:
How can I make it so that it isn't a point targeting spell, its instant cast (like roar and windwalk etc), and the point that the unit jumps to is a distance (which depends on his movement speed) in front of his facing? Using this alteration, if a units movement speed is 0, will he jump straight up and down? (or will there be some bug with pathing... does it check before the jump function starts? (the area might be unpathable because you are in it?))

Also, how can I make it so the height doesn't depend on the distance the jump covers, and just have a height that is constant?

In the code, do I just replace
Collapse JASS:
    set height = GetStoredReal( udg_DCJS_GC, s, "Height" )
with
Collapse JASS:
    set height = 300 
, and remove all these:
Collapse JASS:
    call StoreReal( udg_DCJS_GC, s, "Height", height )
?

Thanks so much .
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Old 01-21-2007, 12:06 PM   #33
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Update 01/21/07 Version 2.0: Added the function DCJS_Bounce; the Jump functions now also work correctly with a unit starting the jump in the air; major performance improvements; bugfix; detailed Version History included from now on

@WTFish: Problem solved via PM
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Old 01-23-2007, 03:11 PM   #34
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Not sure if this is related or not, or whether anyone will even be able to do anything about it but here goes:

When I added this into my treant-tag type map for use, numerous triggers go haywire, particularly the triggers that give units on map-startup (based on an event - time elapsed 5 seconds) and the triggers that control victory and defeat conditions (unit - generic unit dies; triggering unit = blah blah, all units of type triggering unit are dead, blah blah)

I've removed the jump ability (and simply remvoed the heroes that I was planning on using them on, thankfully I hadn't wasted too much time developing them) so I don't need it fixed for my map, but I figured I'd report the issue.
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Old 07-18-2007, 06:52 PM   #35
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Great system, I'm am very much a fan.

Two things I noticed:
1. If you jump, then press the jump key continually while in the air, you stay in the air and fly without dropping. (Until you stop pressing jump)
2. While you jump you are attackable via melee hits, where you should probably only be attackable via ranged and spell attacks.

Just things you should mention so that people can work them out when they implement this into their maps.
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Old 07-21-2007, 02:04 PM   #36
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Quote:
2. While you jump you are attackable via melee hits, where you should probably only be attackable via ranged and spell attacks.
That's one thing that would make the spell a little too much complicated...
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Old 07-23-2007, 10:41 AM   #37
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Quote:
Originally Posted by gref
1. If you jump, then press the jump key continually while in the air, you stay in the air and fly without dropping. (Until you stop pressing jump)
Just add a cooldown to the dummy spell
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Old 07-23-2007, 02:24 PM   #38
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Quote:
Originally Posted by gref
2. While you jump you are attackable via melee hits, where you should probably only be attackable via ranged and spell attacks.
Prhaps that could be achieved by giving the unit the flying classification when it starts the jump and removing it when it finishes. Other classifications can affect spell targeting, perhaps this one can too.
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Old 08-22-2007, 06:11 AM   #39
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when I tested the map I saw I could rack up a few hundred leaked locations in 5 minutes of casting the spell rapidly, you might try to fix those.

Last edited by Vulkarus : 08-22-2007 at 06:12 AM.
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Old 10-02-2007, 08:20 AM   #40
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One bug, when im sliding on ice and use this jump feature i land but then i slide backwards :S
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Old 10-02-2007, 08:22 AM   #41
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Quote:
Originally Posted by Vulkarus
when I tested the map I saw I could rack up a few hundred leaked locations in 5 minutes of casting the spell rapidly, you might try to fix those.


thats why abilities have cooldowns and people have brains T_T

Edit: sorry about the double post T_T

Last edited by PotatoPeeler : 10-02-2007 at 08:22 AM.
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Old 10-02-2007, 10:12 AM   #42
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potato Cooldown isnt an excuse for location leaks, good code should have no location leaks and should allow rapidly fire the code.
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Old 10-03-2007, 12:17 AM   #43
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true, but.. if there were a cooldown on the ability making you jump no one would even know about the leak, therefore no need to worry about it.
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Old 10-03-2007, 01:59 AM   #44
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yes need to worry about it. Leaks are bad, whether it's one every 10 seconds or 1 every .2 seconds.
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The Spell Request Thread
Quote:
Originally Posted by Joe-Black-5
a dota like map but with unique stuff
(There was no map attached, and that was all the thread said.)
Spells I've Made

Darkwulfv's Lightning Grapple || Tritanis' Lazy Bolt

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Old 10-03-2007, 03:20 AM   #45
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couldnt u just destroy the location or point or whatever after use?
and if the ability is casted again during flight or whatever he immediately moves to point b
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