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Old 03-09-2008, 08:03 PM   #151
Pyrogasm
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Huh? How would players choose the points, then? I'm thinking of a triangularly-shaped area, the dimensions of which are chosen by the player, not a circular area.

Now that I've thought of it, I think the way to justify allowing the player to choose the points is to deal more damage if the area is smaller and less if it is larger. That way you'd have to be tactical about where you drew it.


On a side-note, anyone know how to detect the "Cancel" order? It doesn't seem to have an OrderID.
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Your spells are mostly ignored because they are not very cool so we aren't very excited to review/approve them, but you are incredibly persistent and won't give us an excuse to graveyard it. That is generally what results in a resource being ignored for a long time.

The Spell Request Thread Done for, unless someone else wants to revive it...
It lasted a damn long time.

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Quote:
Originally posted by Kyrbi0
Huh. Almost makes me wish I had a girlfriend, to take advantage of today (wait, no, that's not what I meant... I mean, take advantage of the fact that it is international women's day... gah, never mind).
Quote:
Originally posted by Pyrogasm
Rome may not have been built in a day, but the Romans sure as hell didn't say "look at this great city we built guys!" when they had nothing more than a bit of stone and some cottages.

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Old 03-09-2008, 08:05 PM   #152
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Quote:
On a side-note, anyone know how to detect the "Cancel" order? It doesn't seem to have an OrderID.
That's because it's not an order. You'll also have a blast detecting the right click method of canceling a skill, considering it's impossible so far as I'm aware.
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Old 03-09-2008, 08:22 PM   #153
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Also, rising, you never set the facing of the dummy projectiles. this becomes very obvious and looks just plain wrong when you change the projectile model to be something with directionality such as a missile
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Old 03-09-2008, 08:24 PM   #154
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Quote:
Also, rising, you never set the facing of the dummy projectiles. this becomes very obvious and looks just plain wrong when you change the projectile model to be something with directionality such as a missile
Really? I'm quite sure I did that, let me play around with it a bit and see what I can cook up.
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Old 03-09-2008, 08:48 PM   #155
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Quote:
Originally Posted by Rising_Dusk
That's because it's not an order. You'll also have a blast detecting the right click method of canceling a skill, considering it's impossible so far as I'm aware.

Ask Toadcop how he did it?
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Old 03-09-2008, 11:23 PM   #156
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Ok, heres my submission.

It took me a while, and totals 414 lines of JASS. Its super simple to import. (Only have to change one constant!) If I have time I'm going to make the end of the spell more dramatic.

Notes: Variable names begin with things like Tri because my spell was originally going to be triangle, not square.
My spell is 100% MUI but has a high CPU usage. (even after maximum optimization) So you might notice a slow down after you cast a second one of the spell. Thats why the cooldown + casting time is the same. (So people don't spam the spell and then complain about it being so slow.)

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Old 03-10-2008, 02:24 AM   #157
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mines 404 lines without MUI yet, and doesn't cause slowdown!
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Old 03-10-2008, 03:16 AM   #158
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Without MUI? Do you build an MUI version and a non MUI version? When I think of how to build a spell, I build it with MUI in mind from the beginning. If I wanted to take a non MUI spell and write it in MUI I'd probably resort to rewriting it.

The main reason for slowdown in my spell is lightning effects. Personally I don't experience the slow down, but I'm sure there are others that will.
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Old 03-10-2008, 03:23 AM   #159
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Quote:
Originally Posted by Here-b-Trollz
Ask Toadcop how he did it?
hmmm, detecting the "smart" order??
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Old 03-10-2008, 04:04 AM   #160
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It would seem not, at least from my testing.
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Old 03-10-2008, 06:13 AM   #161
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So far I haven't come up with anything yet and I haven't gotten the chance to talk to Toadcop... but I have one trick left to try.

UnitIssueOrder() might return false if the unit is in the middle of casting the spell, and I want to check that. Turns out they can be ordered.
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Quote:
Originally posted by Rising_Dusk
Your spells are mostly ignored because they are not very cool so we aren't very excited to review/approve them, but you are incredibly persistent and won't give us an excuse to graveyard it. That is generally what results in a resource being ignored for a long time.

The Spell Request Thread Done for, unless someone else wants to revive it...
It lasted a damn long time.

Please; Ask for Help Appropriately














Quote:
Originally posted by Kyrbi0
Huh. Almost makes me wish I had a girlfriend, to take advantage of today (wait, no, that's not what I meant... I mean, take advantage of the fact that it is international women's day... gah, never mind).
Quote:
Originally posted by Pyrogasm
Rome may not have been built in a day, but the Romans sure as hell didn't say "look at this great city we built guys!" when they had nothing more than a bit of stone and some cottages.

Last edited by Pyrogasm : 03-10-2008 at 06:58 AM.
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Old 03-10-2008, 08:42 AM   #162
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There was a spell for session #8 that created a triangle; Mana Triangle by masda70.
That uses a dummy unit with an expiration timer for the triangle creation, detecting the dummies move/smart orders.
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Old 03-10-2008, 11:20 AM   #163
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Aha! ForceUIKey is the key!
Quote:
Originally Posted by shadow1500
You cant detect closing a spellbook as far as i know, but u can find if its closed or open anytime by adding a dummy ability to the unit and press its hotkey (use Game - Press UI Key), if the order changed it means that ur outside the spellbook.
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Quote:
Originally posted by Rising_Dusk
Your spells are mostly ignored because they are not very cool so we aren't very excited to review/approve them, but you are incredibly persistent and won't give us an excuse to graveyard it. That is generally what results in a resource being ignored for a long time.

The Spell Request Thread Done for, unless someone else wants to revive it...
It lasted a damn long time.

Please; Ask for Help Appropriately














Quote:
Originally posted by Kyrbi0
Huh. Almost makes me wish I had a girlfriend, to take advantage of today (wait, no, that's not what I meant... I mean, take advantage of the fact that it is international women's day... gah, never mind).
Quote:
Originally posted by Pyrogasm
Rome may not have been built in a day, but the Romans sure as hell didn't say "look at this great city we built guys!" when they had nothing more than a bit of stone and some cottages.
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Old 03-10-2008, 01:16 PM   #164
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Quote:
Originally Posted by bomber7
Without MUI? Do you build an MUI version and a non MUI version? When I think of how to build a spell, I build it with MUI in mind from the beginning. If I wanted to take a non MUI spell and write it in MUI I'd probably resort to rewriting it.

The main reason for slowdown in my spell is lightning effects. Personally I don't experience the slow down, but I'm sure there are others that will.

I create the spell first, then make it MUI. I'd rather know that the spell actually works than make it multi-instanceable. I've never been to good with making things MUI. It's just a matter of adding arrays and loops, some handlers to make sure code reaches the right struct.
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Old 03-10-2008, 02:06 PM   #165
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could also just use an attachment system, MUI is rarely the problem when it comes to making spells IMO

**thinking that my submission is a bit....superfluous

its a spell that I always wanted to make, but after looking at a few of the submissions, it just seems lacking, and un-original

perhaps I shall retract it from the contest, anyone care, or have any related thoughts?

don't want to waste the judges time, and all that, plus I guess going for a record, i don't know, 5th last place in a row wasn't quite my goal
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