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#16 | ||
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Obscurity, the Art
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JASS:loop exitwhen Timers[i]==t if i>Total then call BJDebugMsg("AS Error: |cffff0000No reset timer found.") return endif set i = i + 1 endloop And man, you're creating too many new timers. Not only should they all be recycled rather than created/destroyed, but you don't even need to create more than 12 timers for the system... This is hideously inefficient now that I've taken the time to look at the code, you don't need to create any of those timers on the spot, just preload them and pause them when they're done. For great justice, man! Otherwise, it's okay, it can replace Vile's when you fix those things. |
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#17 | ||
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Evil Overlord
Join Date: Jan 2006
Posts: 1,416
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I did another test & went though the triggers a bit:
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I read exactly what you said, but man you're simply overreacting, making a seen over something trivial. Quote:
Where am I talking down your work? I have done no such thing. You just simply exploded. I was & still am a big fan of your optimized knockback system. I did give a suggestion or two :p Last edited by Fulla : 05-02-2008 at 04:11 PM. |
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#18 |
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Obscurity, the Art
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Maybe your English is just such that what you think you say you don't actually say, since after rereading your posts I see them as very implicating of my mistreatment of emjlr's system even though 'mine is just an optimization' as well. That's what offends me. (Which you clearly cannot seem to fathom)
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#19 | ||||
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Rehabbing
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what are them??? at worst possible case you would go through a loop of about 167 or so (if there are 12 players and your looking at player 12 killing player 11), which is not terrible IMO, but again, if there is a better method..... Quote:
I agree that I could just pause them once they are created, and re-use the same one over and over, but I do not think using a stack would be a good idea, but how I could lower that total to 12 is beyond me(I need 1 per player pair, as it stands) I would rather do that then use a stack, I have had problems in the past with timer stacks screwing me up in similar situations (though perhaps I wasn't nulling properly) Quote:
would this not require attachments to units? Quote:
the assistance system does not deal with assinging gold for nor anouncing hero kills that is internal to the map, but if you care to edit it search in function Stone_Work_Actions in the Stone_Work trigger Last edited by emjlr3 : 05-02-2008 at 04:33 PM. |
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#20 | ||||
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Obscurity, the Art
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Actually, I'd like to go through the system in the database and yours with a finer comb and see what exactly the differences are before going further down this path. |
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#21 |
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Rehabbing
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I was attempting to avoid the need for an external attachment system, though I suppose I could include one internally, but still....as it stands I am not even using a struct for this
__________________I understand how you would use 12 timers now, I think, having 1/player, with a 1 s callback interval, removing/restarting stored ticks/player when they deal damage to the players hero, pausing it when there is no more current damagers....again though, would need an attachment system and a struct, or a butt load of extra global arrays though I think that it now seems like using a CSData would be beneficial, no? as far as extra systems in the map, the only one is my HSS, I could remove that and just have a tavern, or simply pre-placed heroes, but that is not nearly as cool, and I can't say its very "confusing" for people to be able to pick thereireroes with it, and realize its not part of the assistance system, they are in different folders the other triggers are simply there to allow for easier demo map testing, such as hero revival, computer AI, map init things, etc. as far as differences between this and Viles, I think I listed them pretty accurately, though your free to spend time how you so choose Last edited by emjlr3 : 05-03-2008 at 05:31 PM. |
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#22 |
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Evil Overlord
Join Date: Jan 2006
Posts: 1,416
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A little off topic, but I had a cool idea for a potential add-on.
__________________(Could be considered something completely different). Bounty System An extension of the assistance system, but more designed for when non-hero units die, but with ofcourse no big game messages. Gold I'd imagine would be distributed roughly proportional to the damage you inflicted, so for example a 40 gold unit could be something like: - You dealt 0-25% of hp in damage, you get a 4 gold cut - You dealt 25-50% of hp in damage, you get a 8 gold cut - You dealt 50-75% of hp in damage, you get a 12 gold cut - You dealt 75+% of hp in damage, you get a 16 gold cut - Killing unit gives you 40-16 (24) The numbers are just random examples & I'd imagine the above could all be setup with configuration options. I guess healing spells could screw this up thou? I just think it would be very neat in an AoS for example, along side the Assist system & thought I'd just share it with you, see what you think. Again sorry if i'm going off-topic :P Last edited by Fulla : 05-03-2008 at 11:12 PM. |
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#23 |
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Rehabbing
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not a bad concept, perhaps, say a 400 hp unit dies, only the last 400 damage done to it counts towards the bounty, there negating the heal effect
__________________and say a hero deals 500 damage to the unit, who only has 50 life remaining, ofcourse that only counts as 50 towards the bounty this would, however, be entirely different and separate from this system |
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#24 |
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Rehabbing
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updated
__________________where not entirely at Dusks level of completeness, still better I think |
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#25 |
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User
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can some1 tell me how exactly to register heroes? cuz i got syntax error with it.
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#26 |
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Rehabbing
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it is explained as clear as day
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#27 |
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Rehabbing
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Bump
__________________whats holding this back - other then a general lack of interest? I've come across another method - though I doubt you'll care for that one anymore Last edited by emjlr3 : 09-17-2008 at 01:11 AM. |
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#28 | |
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Obscurity, the Art
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Besides, I'm not going to lie, reading your code is a pain. It's just not organized in a readable fashion, so it takes a lot of additional effort to follow the logic. Most of these points also apply to your hero selection system. |
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#29 |
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User
Join Date: Dec 2006
Posts: 385
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But for AoS maps where you control only 1 hero, support for more than 1 hero isn't necessary, right?
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