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Old 09-02-2009, 05:50 PM   #16
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Modularity without common sense is as useless as no modularity at all. If you want to use PullUnit, submit it individually and get it approved first. If you can simplify the PullUnit math (Really, friction? Just use a knockback in a different direction!) then do so and embed it. Those are the rules.
Well, the friction is needed so the units don't move around at lightspeed... I want it to look quite realistic - it adds to the effect of the spell.

I understand your reasoning. I guess I'll just embed it in the spell...
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Old 09-02-2009, 05:54 PM   #17
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I haven't tested the spell yet, but I believe that you can probably create an identical effect to your PullUnit library with the Knockback library you already use. Just knockback in the opposite direction and it pulls the target unit to the source.
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Old 09-02-2009, 05:55 PM   #18
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No, you can't. The PullUnit thing is in 3D. It "springs" the unit to the target coordinates.
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Old 09-02-2009, 06:03 PM   #19
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Ah, I see then.
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Old 09-02-2009, 06:18 PM   #20
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Right, merged PullUnit with the main spell code. Can you test it now?
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Old 09-02-2009, 06:20 PM   #21
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This requires that I am not in my office. All I can check here is rule compliance and code.
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Old 09-02-2009, 06:29 PM   #22
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Lol, you do wc3c moderation at work.

Anyway, I'll wait until the morning and hope it's approved then
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Old 09-02-2009, 10:39 PM   #23
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Anyway, now I do know, and anything else I submit here will have to be checked through about 10 times before I deem it worthy...
Yup, and your spells/systems will only be better because of it!

Tried the spell out, looks really nifty. Imba, but nifty :P
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Old 09-03-2009, 01:23 AM   #24
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Collapse JASS:
private constant real PULL_FPS       = 60

I find that the timer interval method is more intuitive, or at least more people are used to thinking about updates in terms of .03 or .05 instead of 1/.03 or 1/.05.

Collapse JASS:
private constant real DAMAGE_PER_LEVEL          = 250.0

You have a few of these "PER_LEVEL" constants. To be honest, I find this style really annoying. It limits the configuration you can do. What if I want to add 250, then 500? May I recommend making these functions that take "Level" so that the user can do what he wishes.

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NOTE: the test map uses a custom model which I feel makes the spell look much better. Credits to RightField for that.

I think you will have to remove that unless you have RightField's explicit permission to use it.
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Old 09-03-2009, 06:21 AM   #25
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Ok, I'll change that stuff later - school soon.

I've PM'd RightField about the model.
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Old 09-03-2009, 10:30 AM   #26
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Lol, you do wc3c moderation at work.

Anyway, I'll wait until the morning and hope it's approved then

Oh, fuck you. My spell has been waiting for approval way longer than yours, and it is way cooler than this anyways. ( Although, it has not waited for approval that long either )

I think you should understand that Rising Dusk, or whoever does this approving stuff, is probably still testing spells in page 3 or 4 or something.

It will take some time, but atleast they dont approve buggy spells like they do in Hive. ( Assuming that this bugg I pointed out exists in version you uploaded hive and which got this 5/5 rating or something... )

edit. Oh yea, sorry. You already discussed about all of this. I think I need to learn to read the whole thread before posting anything.

edit2. I just noticed that Gravity Ball doesnt pull units that come in range after its created, but thats probably how you wanted it to work.

Anyways, it might be cool to preload effects and other stuff. Probably not needed, but cool nevertheless.
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Old 09-03-2009, 03:07 PM   #27
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It will take some time, but atleast they dont approve buggy spells like they do in Hive. ( Assuming that this bugg I pointed out exists in version you uploaded hive and which got this 5/5 rating or something... )
No, that came from a change I made to get it approved here.

Yeah, I made this spell ages ago, I didn't know about preloading then; I guess that's another thing to add.
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Old 09-03-2009, 07:31 PM   #28
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Does it lag the first time you cast it? If not, don't bother with preloading. That just adds another dependency (assuming you use xepreload) when it may not be needed.
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Old 09-03-2009, 08:36 PM   #29
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No, it's just a special effect to preload, that's all.

EDIT: Huge update. I took into account some suggestions from some people and now the spell works much better :D

Last edited by Element of Water : 09-03-2009 at 08:53 PM.
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Old 09-03-2009, 09:48 PM   #30
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Nice to see the updates. I think you missed a "PER_LEVEL" with range (or is that redundant with AoE). Aside from that, great!
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