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#151 |
Free Software Terrorist
Technical Director
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![]() this be update.
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#152 |
oO
Join Date: Jul 2008
Posts: 580
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![]() Umm, the sheep staff bugged up, and all the units got chain lightninged over and over for a long time afterwards
Replay attached |
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#153 |
Free Software Terrorist
Technical Director
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![]() It is not really a bug I just forgot to remove the sandbox trigger it seems.
__________________So, just disable the sandbox trigger, I may find time to do a quick fix update of the map without incrementing the version number, but I don't see much point in that. |
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#154 |
vJass maniac
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![]() just wondering, can we use the internal dummy allocation in xe? i missed GetACaster() and hopefully you can put that in xe too :)
__________________*what i see for now the dummy allocation is bulk of textmacro and have no idea on how to use it -__- |
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#155 |
Free Software Terrorist
Technical Director
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![]() Don't ever use the textmacros.
__________________Right now the idea is to use xebasic's constant and create unit, I might add a GetACaster equivalent to xecast, but I am not sure about it, perhaps another module? |
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#156 |
vJass maniac
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![]() sure thing :) I just don't want to use multiple dummy recycling system when we can just group them into one >.<
__________________it could be a dummy recycling module where xecast requires that dummy recycling module? well just suggesting, because lots of system out there have their own dummy recycling in their system and I don't want my handle count fly sky high... Last edited by zen87 : 10-25-2008 at 02:45 PM. |
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#157 |
Free Software Terrorist
Technical Director
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![]() Creating and removing dummies shouldn't increase the handle count.
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#158 | |
vJass maniac
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![]() Quote:
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#159 |
vJass maniac
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![]() a little suggestion in xedamage:
__________________![]() // method .useSpecialEffect("effect\\path.mdl", "origin") // Makes it add (and destroy) an effect when damage is performed. // method useSpecialEffect takes string path, string attach returns nothing set this.usefx = true set this.fxpath=path set this.fxattach=attach endmethod to ![]() // method .useSpecialEffect("effect\\path.mdl", "origin") // Makes it add (and destroy) an effect when damage is performed. // method useSpecialEffect takes string path, string attach returns nothing if path!="" and path!=null then set this.usefx = true set this.fxpath=path set this.fxattach=attach else set this.usefx = false endif endmethod well... because i globalized my xedamage to deal spell damage, so that i just call spell_dmg.damageTarget or spell_dmg.damageAOE when needed... but sometimes i'll like to add some eyecandy when dealing the damage without affecting the global xedamage spell_dmg... mainly because i'm trying to do this... ![]() call spell_dmg.useSpecialEffect("some_effect","chest") //set the damage effect call spell_dmg.damageAOE( ... do aoe dmg ... ) call spell_dmg.useSpecialEffect(null,null) //reset the damage effect, spell_dmg can be used for other spell damage now urghhh... can get what i mean...? Last edited by zen87 : 10-26-2008 at 10:02 AM. |
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#160 |
Free Software Terrorist
Technical Director
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![]() you could just use two xedamage instances, that was the point of it.
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#161 |
vJass maniac
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![]() hmmm, how about duplication?
__________________![]() local xedamage fire = DuplicateXEDamage(spell_dmg) //where spell_dmg is a global constant I made earlier //or maybe local xedamage ice = spell_dmg.duplicate() //returns a whole new duplicated instance make life easier ![]() Last edited by zen87 : 10-26-2008 at 04:05 PM. |
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#162 |
User
Join Date: Dec 2006
Posts: 257
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![]() If you're trying to duplicate a pre-existing damage, why not call the damage that already exists?
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#163 | |
vJass maniac
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![]() Quote:
btw vex, some tiny suggestion again: ![]() method castInPoint takes real x, real y returns boolean local unit dummy local boolean b //! runtextmacro xecast_allocdummy() if (.customsource) then call SetUnitFlyHeight(dummy,.sourcez,0.0) endif call SetUnitX(dummy, x) call SetUnitY(dummy, y) set b = IssueImmediateOrderById(dummy,this.oid) //! runtextmacro xecast_deallocdummy() if(.autodestroy ) then call this.destroy() endif return b endmethod |
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#164 |
User
Join Date: Mar 2004
Posts: 31
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![]() Is possible to use caster system toghther with xe? (i don't need it actually, but there are some nice functions in caster system which are not still implemented in xe)
Btw, xe is great...very well done, really! |
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#165 |
Free Software Terrorist
Technical Director
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![]() yes, you can share the unit id and no function names overlap,
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