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#1 |
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Dragonblood Creator
Join Date: Nov 2003
Posts: 73
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Hello!
This System is not very complicated or very big, but I think it's nevertheless quite useful. It offers the following features: - Makes units jump with a single line of code - Realistic flying curve in all situations (also if you jump e.g. over a canyon) - Full multiinstanceability - English and German Tutorials, also for people new to JASS Have fun and post your comments either here or in the according forum on my site. EDIT8: Update 12/22/07 Version 2.0.1: Performance improvements; for more information read the included Version History EDIT7: Update 01/21/07 Version 2.0: Added the function DCJS_Bounce; the Jump functions now also work correctly with a unit starting the jump in the air; major performance improvements; bugfix; detailed Version History included from now on EDIT6: Update 11/23/06 Version 1.1: Added the functions DCJS_JumpSpeed, IsLocPathable and GetNearestPathableLoc EDIT5: Update 10/16/06 Version 1.05: Removed a minor configuration possibility that did not work as described EDIT4: Update 10/14/06 Version 1.04: Again some technical advancements EDIT3: Update 10/10/06 Version 1.03: Memory leaks fixed, finally I hope. EDIT2: Update 10/7/06 Version 1.02: Additional performance advancements EDIT: Update 10/5/06 Version 1.01: Memory leaks fixed. Note: The old version 1.1 is still available for download because its code is easier to read and to understand Last edited by Waldbaer : 12-22-2007 at 12:33 AM. Reason: Update |
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#2 |
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SpeakerGames.com
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Dosent look to bad atall, goodjob on it :).
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#4 |
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Dragonblood Creator
Join Date: Nov 2003
Posts: 73
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This is something quite different to the two maps you mentioned:
__________________1. This is not a spell. It's intention is completely different, it's a rough jump you can base spells on or you can use in cinematics. You don't have to edit anything to kill special effects you don't need. 2. Neither the first nor the second map has the feature of parabolic jumping ignoring the terrain between start and finish of the jump. It's impossible to get a parabolic jump over a canyon with one of these spells. My system has this feature implemented, you don't have to care for anything anymore, just write call DCJS_Jump(....) and the unit will jump in a realistic way to whereever you want. I'd suggest the makers of these two spells to implement my system! ![]() |
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#5 |
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Superuser
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Adding basic support for terrain is a great idea. I would add it when I get home, but I can't be screwed.
__________________Nice cinematic by the way, and a clever idea using a repeating trigger and a group. Last edited by Jazradel : 10-04-2006 at 05:03 AM. |
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#6 | ||
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Nonchalant
Respected User
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You should still be setting DCJS_GC() to a local gamecache variable instead of calling it so many times in each function (function calls are slow in jass).
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You don't need to create a location for it, just assign it a value of null (it just mustn't be left undeclared). call FlushStoredMission( DCJS_GC(), I2S(H2I(u))) Could just be: call FlushStoredMission( DCJS_GC(), s)//you already have the string declared to that value That should be the last I think. |
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#7 |
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Dread Lord of the Cookies
Content Director
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Blu - I doubt a GC call will be any more efficient than getting Cos/Sin. Pipe says Cos/Sin are inexpensive (presume it has a list already worked out).
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#8 |
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Nonchalant
Respected User
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It's still 3 vs 2 (GC for angle then cos/sin, versus getting cos/sin from GC). *shrug*
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#9 |
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Dread Lord of the Cookies
Content Director
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Ahh. That's possible different then. Have to benchmark it to be sure.
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#10 | |
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Free Software Terrorist
Technical Director
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Quote:
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#11 | |
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Dragonblood Creator
Join Date: Nov 2003
Posts: 73
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I did not update it until now, because I'm still unsure what is better and I don't want to update it more often than necessary - that's annoying especially for those people who already downloaded it - I think you know that. If I get an answer today I'll update it finally today, too. Last edited by Waldbaer : 10-14-2006 at 11:49 AM. |
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#12 |
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Nonchalant
Respected User
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Meh, the difference should be neglible anyway. Just do whichever you feel comfortable with.
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#13 |
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Dragonblood Creator
Join Date: Nov 2003
Posts: 73
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OK, again updated. I did it again as it was in the first version concerning the sin/cos thingy. I tested with many units at the same time and there is really no noticeable difference between the two possibilities, but calculating everytime again makes the code easier to read, I think. That's the only advantage!
__________________ Update 10/14/06 Version 1.04: Additional technical advancements Last edited by Waldbaer : 10-16-2006 at 08:36 PM. |
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#14 |
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Dragonblood Creator
Join Date: Nov 2003
Posts: 73
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Searching for a reason why this still has not been approved, I found the constant function DCJS_GC(), which returned the global gamecache variable. Since this function did not work as it should anyways (more than one edit required to change the variable's name because of the Init_DCJumpSystem function), I removed it completely and replaced it with the direct name of the variable.
__________________This doesn't make a noticeable difference in speed (I don't know why function calls, even constant function calls should be slow - if they are, that's also negligible, I think), but it's one possibility fewer to confuse a user. Update 10/16/06 Version 1.05: Removed a minor configuration possibility that did not work as described Last edited by Waldbaer : 10-16-2006 at 08:35 PM. |
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#15 | |
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Dread Lord of the Cookies
Content Director
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Because function calls require a few micro-ops. Constant function calls are exactly the same once compiled as non-constant function calls. |
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