![]() |
#1 | |||||||||||||||
Procrastination Incarnate
Development Director
|
![]()
Last edited by Anitarf : 12-11-2013 at 05:58 AM. |
|||||||||||||||
![]() |
![]() |
Sponsored Links - Login to hide this ad! |
|
![]() |
#2 |
User
Join Date: Jan 2007
Posts: 195
![]() ![]() ![]() |
![]() Well I have to say that this is pretty sweet. I've spent some time looking into this system and am pretty pumped about it. The possibilities are pretty much astounding. I got a lot of ideas that were never before possible but are now... But I have a few questions (probably the same as others)
How practical is this on heavy action maps? Can it support 50 units with multiple buffs/debuffs, 100? 500? Is it feasible to use this system with auras? Example: TriggerRegisterUnitInRange on a unit with an action of ABuffApply with duration 0, where the ABuff has a periodic event to check the range of the target with the caster. Whats the bottleneck of the system? I can easily change the implementation of GetUnitABuffData to use Get/SetUnitUserData, would this increase performance (by drastically reducing gamecache usage)? Any tips for implementing ABuff's with some sort of Orb Effect Detection engine? And regarding your mini Stun System, does it interact well with other non-ABuff related stuns? Whats the A stand for? |
![]() |
![]() |
![]() |
#4 |
I blink, therefore I am.
Join Date: Sep 2006
Posts: 1,812
![]() ![]() ![]() ![]() |
![]() Nice system, although (correct me if I'm wrong) but it seems that the stunning unit shows it's health bar. Otherwise awesome job!
__________________ |
![]() |
![]() |
![]() |
#5 |
User
Join Date: Jan 2007
Posts: 80
![]() |
![]() I just say: "Just another WarCraft III map".
Will look through it soon. |
![]() |
![]() |
![]() |
#7 | |||||||
Procrastination Incarnate
Development Director
|
![]() Quote:
You can always turn off some events to increase performance. Turning them all off would limit what you can do with buffs considerably, but turning one or two off would still leave you with enough creative space to make enough buff spells for one map. For example, the map I designed this system for will most likely not use the "other buff" and damage events. (speaking of which, I just noticed that I forgot to add an if statement in there somewhere, so turning off damage detection doesn't stop on damage triggers from being created... it's not critical, I'll fix it later :) ) Consider it like this: most events require two gamecache lookups and then a bit of array access, how much depends on the number of buffs the units involved in the event have but it's not an issue either way, it's just looking up global variables and comparing stuff. Now, if the system finds a buff that has a response function to the event, it takes one more .evaluate to run it and of course whatever the user wrote in that function. Except on common events like attack and damage with a lot of units with fast attack speeds (and probably not even then unless we're talking excessive amount of attacks), the system alone handling a bunch of blank buffs shouldn't be a problem. Quote:
Quote:
That's why I decided to go with game cache, I don't need to use much of it so it's not that heavy, but the system is a lot more import friendly as it doesn't conflict with any other system that would use unit custom values. If you change the implementation, however, note that you need to alter GetUnitABuffData(), IsUnitAllocated() and the create and destroy methods of the aBuffUnit struct. I think that's it. Quote:
Quote:
Quote:
Quote:
As for the "Just another WarCraft III map", it shows how eager I was to get this out after a month of coding followed by a month of no computer (when I was finishing it up today I realised I should really comment my code more :) ). It's not that important, all the documentation is in the map anyway. I'll fix it with the next version. |
|||||||
![]() |
![]() |
![]() |
#8 |
Evil Overlord
Join Date: Jan 2006
Posts: 1,416
![]() ![]() ![]() |
![]() Well this is interesting, I was just planning on building a buff system, will have to take a look at this, should come in very handy.
__________________ |
![]() |
![]() |
![]() |
#9 |
Moderator
Code Moderator
Join Date: Feb 2006
Posts: 1,405
![]() ![]() ![]() ![]() |
![]() Best JASS ever. Amazing job, Anitarf.
__________________Comments:
|
![]() |
![]() |
![]() |
#10 | |
BuranX
|
![]() well looks interesting!
... well looks awesome ^^ so 1 year ago i have understand what to stick together a map out of custom (different) systems is a full crap. =\ cause they are not beloning together thats the problem ! what i mean ? 100% it's a best system for YOU. and it's right so. but it's not the point the feature is what someone can learn from your sys and made own one. for example i got also a buff sys it's very similar to this one ^^ (but not the code it self) and i made it more than a 6 months ago. something about system. i don't like the peredical event =\ it's awesome lame. in 2 ways. 1) you could symple use a new separate timer. 2) ok you are optimization junkie ^^ you use a single timer. BUT the events are launching every event tick =\ whats suxx. you could simple add counter to the buff. the rest is ok but with some "BUT"s Quote:
it maybe the best vJass code =) Custom systems rocks ! may Tiesto be with you ! xD ~approved =) |
|
![]() |
![]() |
![]() |
#11 |
Evil Overlord
Join Date: Jan 2006
Posts: 1,416
![]() ![]() ![]() |
![]() The more I look at this, the more possibilities open up in my mind for some awesome spells.
__________________EDiT: Can the system handle/have the capability: -Storing a buffs, strength/level? For: Magic Resistance Every 1-10 seconds destroys a negative buff on the hero, strongest ones first. Last edited by Fulla : 07-20-2007 at 11:09 AM. |
![]() |
![]() |
![]() |
#12 | ||
BuranX
|
![]() Fulla currently not. but it's no problem to do what.
Quote:
Quote:
|
||
![]() |
![]() |
![]() |
#13 |
User
|
![]() Really nice system, now I don't have to bother with missing Add Buff action :)
__________________ |
![]() |
![]() |
![]() |
#14 |
BuranX
|
![]() hmmm =\ ... xD queation what will happen if your unit (with a buff) dies but it has reincarnation ? let me guess... the custom effect will be there but buff icon no ^^ + it was a big mistake to combine jass with spell buffs. for example i use tornado slow aura as "buff". and i don't get any trouble with it.
|
![]() |
![]() |
![]() |
#15 |
Evil Overlord
Join Date: Jan 2006
Posts: 1,416
![]() ![]() ![]() |
![]() I basically meant simply something like:
__________________Hero Ultimate Buffs - Rank 3 Hero Buffs - Rank 2 Unit Buffs - Rank 1 But ofcourse Id have a 1-10 rank, and simply set a spell on how strong/important it is. Isnt there someting like this already in the game, buff priority or something? |
![]() |
![]() |
![]() |
Thread Tools | Search this Thread |
|
|