wc3campaigns
WC3C Homepage - www.wc3c.netUser Control Panel (Requires Log-In)Engage in discussions with other users and join contests in the WC3C forums!Read one of our many tutorials, ranging in difficulty from beginner to advanced!Show off your artistic talents in the WC3C Gallery!Download quality models, textures, spells (vJASS/JASS), systems, and scripts!Download maps that have passed through our rigorous approval process!

Go Back   Wc3C.net > Resources > - Submit a resource -
User Name
Password
Register Rules Get Hosted! Chat Pastebin FAQ and Rules Members List Calendar



Reply
 
Thread Tools Search this Thread
Old 12-31-2009, 10:29 PM   #16
blanc_dummy
User
 
blanc_dummy's Avatar
 
Join Date: Jun 2007
Posts: 106

Submissions (1)

blanc_dummy has little to show at this moment (7)

Send a message via Yahoo to blanc_dummy
Default

Quote:
Originally Posted by azlier
Why did you stop using the UnitAlive native? You essentially removed some safety. And probably speed, but we don't know that yet.
the map got screwed when optimized with vex's optimizer (with the unitalive native inside, i don't know why :( , the map won't load. But it's fine before optimized).

Quote:
Originally Posted by grim001
I think the number of layers of orbiting projectiles should be configurable

ok i'll try to do it

Quote:
Originally Posted by grim001
In fact the projectile count and number of layers could increase per level.

is it possible? because i used projectile count as max array.

Collapse JASS:
xefx array fx[MISSILE_COUNT]
        real array angle[MISSILE_COUNT]

Quote:
Originally Posted by grim001
The rotation effect of the enemies should also become stronger with each level of the ability, and should be configurable.

it is configurable.

Collapse JASS:
private constant function GetAngleSpeed takes integer lvl returns real
        return 1.309+lvl*0. // how much the targets turn while being sucked in per interval, it's in radians
    endfunction
    
    private constant function GetSpeed takes integer lvl returns real
        return 50.00+lvl*0. // how fast the units are sucked in
    endfunction

Quote:
Originally Posted by titan23
damn :(

i tried it, this is what i have
Collapse JASS:
private constant boolean DISABLEPATHING=false
and it does nothing to stop units going threw buildings or up cliffs/threw walls .

is their any library you can attach to this to prevent units getting stuck up cliffs or going threw buildings? if you stop casting this spell and your right next to a building and time it correctly, the unit will be stuck in the middle of the building. :P

it's weird , did you download the latest version?..ok fixed it :)

EDIT:
Updated Version 1.02
__________________

Last edited by blanc_dummy : 01-04-2010 at 02:09 AM. Reason: upload new version
blanc_dummy is offline   Reply With Quote
Sponsored Links - Login to hide this ad!
Old 01-01-2010, 12:14 AM   #17
titan23
User
 
Join Date: Dec 2009
Posts: 12

titan23 has little to show at this moment (1)

Default

THANKS ALOT blanc_dummy , working great now :D , i will give you credit when i use this :P . have a good one and all the best for the new year
titan23 is offline   Reply With Quote
Old 01-02-2010, 02:07 AM   #18
blanc_dummy
User
 
blanc_dummy's Avatar
 
Join Date: Jun 2007
Posts: 106

Submissions (1)

blanc_dummy has little to show at this moment (7)

Send a message via Yahoo to blanc_dummy
Default

Updated Version 1.02b


EDIT:
Updated Version 1.03
__________________

Last edited by blanc_dummy : 01-04-2010 at 02:09 AM.
blanc_dummy is offline   Reply With Quote
Old 01-02-2010, 02:08 PM   #19
Troll-Brain
User
 
Join Date: Oct 2006
Posts: 1,490

Submissions (1)

Troll-Brain has a spectacular aura about (134)

Default

Quote:
Originally Posted by azlier
Why did you stop using the UnitAlive native? You essentially removed some safety. And probably speed, but we don't know that yet.
I'm not agree about the safety point, there are already enough bug exploits/ work around to add one more which is unnecessary.
Seriously, checking for GetUnitId and GetUnitState can fail only if you are enough stupid to remove the death type on a death unit ...

Last edited by Troll-Brain : 01-02-2010 at 02:10 PM.
Troll-Brain is offline   Reply With Quote
Old 07-27-2010, 10:45 AM   #20
Anitarf
Procrastination Incarnate


Development Director
 
Join Date: Feb 2004
Posts: 8,190

Submissions (19)

Anitarf has a brilliant future (903)Anitarf has a brilliant future (903)Anitarf has a brilliant future (903)Anitarf has a brilliant future (903)Anitarf has a brilliant future (903)Anitarf has a brilliant future (903)Anitarf has a brilliant future (903)Anitarf has a brilliant future (903)

2008 Spell olympics - Fire - SilverApproved Map: Old School Alliance TacticsHero Contest #2 - 3rd PlaceSpell making session 2 winner

Default

Just a few minor complaints.
  • No need to create and destroy the boolexpr every time, just create it once at map initialization instead.
  • It seems odd to do everything inside the create method except starting the timer. You should move that there as well.
  • You should add terrain pathability to your comments. Right now it's in the library requirements, but not in the documentation.
Looking good otherwise.
__________________
Anitarf is offline   Reply With Quote
Reply


Thread Tools Search this Thread
Search this Thread:

Advanced Search

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off


All times are GMT. The time now is 06:32 PM.


Affiliates
The Hubb The JASS Vault Clan WEnW Campaign Creations Clan CBS GamesModding Flixreel Videos

Powered by vBulletin (Copyright ©2000 - 2019, Jelsoft Enterprises Ltd).
Hosted by www.OICcam.com
IT Support and Services provided by Executive IT Services