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Old 03-30-2010, 12:09 AM   #16
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Quote:
Originally Posted by Panto
If the wave doesn't have a projectile but instead uses those spawned effects, does that change your answer?
Not really. You could spawn the effects and enumerate the units instantly, but that would be ugly. For a nice wavy effect, you have to do it gradually, it doesn't matter whether you are moving a projectile or spawning effects.

If you aren't using vJass, then I can understand why you'd want to do it instantly, though.
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Old 03-30-2010, 01:23 AM   #17
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Isn't the projectile being moved via trigger? How is that different?
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Old 03-30-2010, 02:28 AM   #18
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Quote:
Originally Posted by Anitarf
Not really. You could spawn the effects and enumerate the units instantly, but that would be ugly. For a nice wavy effect, you have to do it gradually, it doesn't matter whether you are moving a projectile or spawning effects.

If you aren't using vJass, then I can understand why you'd want to do it instantly, though.
He does not want the wave instantly, he just asks if he can skip the movement of a projectile unit, if his wave does not need an actual projectile, but only spawns the mentioned effects.

The answer is yes, you can skip the unit completely, you can just calculate the points and work with them.
However, in case you want to use something like xecollider, where there is a unit created and moved automatically alongside with the wave, it does not hurt; moving a unit is no big deal actually.

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Old 03-30-2010, 03:06 AM   #19
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erm.. what about the... lowering terrain effect of Shockwave ? there is a "Terrain Deformation: Wave" function but I can't get it right so I use many temporary crater but it would lag like hell if I spam it
every 0.04s for a crater, not a good idea, right, maybe 0.1 ?

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Old 03-30-2010, 10:58 AM   #20
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If anything, you should take 1 wave deformation (look at the Gui-function and how the bjs calculate the values for the native to get to know the values to enter), but I recommend to use as few deformations as possible, because they can make the game very laggy (especially when you have a lot of doodads in your map),

For spamming deformations, try sc2 soon, galaxy editor was announced to support lag-free deformations.

Last edited by Kueken : 03-30-2010 at 10:59 AM.
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