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Old 01-02-2009, 12:48 PM   #181
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Hero Contest #3 - 2nd Place

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It uses one timer for all instances.
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Old 01-28-2009, 04:56 AM   #182
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How to make the xecollider missile terminate onDebrisHit ?
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Old 01-28-2009, 02:27 PM   #183
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I didn't add a way to detect DebrisHit, how would that work? Hiting destructables? I think I can add an option to do that. Hmnn.
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Old 01-29-2009, 12:44 PM   #184
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I'm not sure destructables have a collision size to work with, though. There's no IsDestructableInRangeXY function like we have it for units, and destructable sizes can vary greatly. You could either do it for trees only because they tend to have fixed size (although that's not really neccessary the case with custom objects) or do osmething with checking the pathability of terrain and if it isn't pathabe (not with the pathable natives, though, those ignore destructables) then hit the nearest destructable, but that is really dodgy as well.

I'd rather request xenova and/or xemissile. Been a while since we got a new module.
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Old 01-29-2009, 01:26 PM   #185
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Quote:
Originally Posted by Anitarf
I'd rather request xenova and/or xemissile. Been a while since we got a new module.

xemissile ...thought, what about xecollider ?
you can achieve everything with that ...
hmm ..but well a dedicated xemissile module would be faster ..

well concerning xenova ...
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Old 01-29-2009, 01:38 PM   #186
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xemissile I think he was talking about blizz-like projectiles.
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Old 01-29-2009, 03:39 PM   #187
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Quote:
Originally Posted by Vexorian
xemissile I think he was talking about blizz-like projectiles.
me aswell
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Old 02-11-2009, 11:01 AM   #188
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I have a question about allowed tagets in xedamage. If I use
Collapse JASS:
 set d.exception = UNIT_TYPE_FLYING
   set d.required  = UNIT_TYPE_SUMMONED
This means I will not be able to kill flying units. However, what do I do if I also don't want to kill structures, per example?

You have booleans for us to set if you want to kill trees or not. What is I want some of my xedamage spells to damage trees and units, and other to damage only units?
I think I may have an answer for this last question, but just want to check with yours.

Btw, great system, I now feel motivated to use some of its features (not the preloader for God sake, but xedamage seems quite nice and I now see collider can also be cool =P )
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Old 02-11-2009, 12:26 PM   #189
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A damage factor of 0
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Old 02-11-2009, 12:37 PM   #190
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Quote:
A damage factor of 0
Isn't there a "cleaner" way?
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Old 02-13-2009, 09:51 AM   #191
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Quote:
remember I got a whole forum in wc3c, if you got doubts
don't forget to ask questions there:
Well...

Another question, i heard people saying I could define new attack types or damages types with xedamage, but after reading the documentation I didn't find anything about it... is this true? If so how do I do it?
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Old 02-13-2009, 11:00 AM   #192
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Quote:
Another question, i heard people saying I could define new attack types or damages types with xedamage

Its with IDDS, because it taes an int for the damage type
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Old 02-13-2009, 11:20 AM   #193
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Quote:
Originally Posted by Flame_Phoenix
Well...

Another question, i heard people saying I could define new attack types or damages types with xedamage, but after reading the documentation I didn't find anything about it... is this true? If so how do I do it?
You just have to use tag creatively
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Old 02-13-2009, 11:41 AM   #194
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Quote:
Its with IDDS, because it taes an int for the damage type
I know it is possible with IDDS because I already used it, my question is referring to xedamage however.

Quote:
You just have to use tag creatively
So it is possible after all... mmm
can you give a short example ? Because in the documentation I really don't get how it can be done =S
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Old 02-23-2009, 08:42 AM   #195
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Hi there,
I have encountered an little issue using xedamage.
This is my code for damaging in AOE.

Collapse JASS:
private function DamageAOE takes nothing returns nothing
    local xedamage xd = xedamage.create()
    if (GetUnitState(GetEnumUnit(), UNIT_STATE_LIFE) > 0) then
        set xd.tag = DAMAGE_TYPE_EXTRA
        set xd.exception = UNIT_TYPE_STRUCTURE
        set xd.required  = UNIT_TYPE_GROUND
        call xd.useSpecialEffect("Abilities\\Spells\\Other\\Doom\\DoomTarget.mdl","origin")
        call xd.damageAOE(GetEnumUnit(), GetUnitX(GetEnumUnit()), GetUnitY(GetEnumUnit()), radius, val)
    endif
    call xd.destroy()
endfunction

private function Actions takes nothing returns nothing
    call ForGroup(g, function DamageAOE)
endfunction

The damage itself works just well, as should be. But, unfortunately the damage effect will also be applied on neutral buildings, such as item shops in my map. Also when a caster is dead, damage still continue because of the caster's body on the ground.
So it is looks pretty funny seeing how shops are burning with no reason for that. Any ideas how to fix these issues?
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