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#31 |
User
Join Date: Apr 2007
Posts: 356
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![]() that means, you can detect what attack type and damage type was used? then possibly reduce that damage later, or increase it?
__________________if thats how it works, ill not update my map til the module will be released, because updating my map means, creating more elemental heroes, and creating elemental heroes, means more triggered damage spells based on intuitive damage system, then if i used ur module, ill be recreating those triggers again, what a waste of time does xedamage come up with a new damage detect event? |
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#32 |
Free Software Terrorist
Technical Director
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![]() No.
__________________Actually, it should be easy to get an alike module for xedamage that uses Dusk's system. XE is supposed to be modular and have replaceable parts. However, Dusk picking integers instead of true damage types will always make integration harder. |
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#33 |
User
Join Date: Apr 2007
Posts: 356
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![]() ok, maybe ill wait for xedamage and see what can i do for my map
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#34 |
User
Join Date: Nov 2007
Posts: 39
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![]() will u add over time methods or smth like that??
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#35 |
User
Join Date: Jun 2007
Posts: 136
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![]() So is xe like an open standard or just part of the caster system replacement?
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#36 |
Free Software Terrorist
Technical Director
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![]() neither?
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#37 | |
Free Software Terrorist
Technical Director
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![]() Quote:
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#38 | |
User
Join Date: Apr 2007
Posts: 356
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#39 |
Free Software Terrorist
Technical Director
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![]() update time?
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#40 | ||
User
Join Date: Apr 2007
Posts: 356
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![]() atlast, now trying the system, btw, please fix ur first post
__________________Quote:
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Last edited by waaaks : 08-15-2008 at 01:18 PM. |
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#41 |
Free Software Terrorist
Technical Director
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![]() Ouch, will have to make another update.
__________________That documentation bug can wait, I guess. |
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#42 |
User
Join Date: Apr 2007
Posts: 356
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![]() yup, as long as the reader has enough common sense
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#43 |
Procrastination Incarnate
Development Director
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![]() I'm not sure if you fixed the stuff I mentioned on irc yet, so I'll post it here as a reminder.
__________________The xefx documentation has an error in the "playercolor teamcolor" section. If you set a unit type requirement for xedamage, the method .allowedTarget will ignore it and may return true for units that don't match the requirement. Last, a suggestion: xedamage could use effect parameters (a string for path and a string for attachment point), so it could display an effect on a unit when dealing more than 0 damage. Without that, the castOnAoE method is pretty useless, since currently whenever you want an effect associated with an AoE damage you have to enum the units in range and check if they're allowed targets anyway, so you might as well use the damageTarget method while you're at it. |
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#44 |
Banned
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![]() Nice job..So im going to abandon CS and learning XE,..Well..much need your support by giving us more samples as you did with CS (Very educational)
btw..still, to recycle timer and group i need to implement CSSafety and CSData...will this conflict? |
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#45 |
Free Software Terrorist
Technical Director
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![]() It won't conflict. But you are much better using TimerUtils, also, so shouldn't recycle groups, it is a better idea to use static groups directly, ReleaseGroup/NewGroup are meant to help you fix old code but it is not a good idea to use them (or DestroyGroup) in new code.
__________________I finished xecollider 's code (collision missiles replacement ) I think though that I am gonna need a good sample and documentation for this one. |
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