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JASS Functions Approved JASS functions will be located here.
Remember to submit your own resources to the submission forum. |
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08-12-2008, 11:47 PM
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#46 (permalink)
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Map Maker Fanatic
Join Date: Feb 2007
Posts: 298
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Didn't test it, but I assume it works. This is really good stuff since jump is a universal ability that can fit in almost any map.
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08-17-2008, 10:25 AM
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#47 (permalink)
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BBoy Silv
Join Date: Nov 2006
Posts: 866
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I got back from my vacation....
Wow, many comments, thanks for reps and sorry about bugs :(
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However I found a bug, if you jump into ground lower then you it has u floating higher.
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Crap, didn't think about that....I'll try to fix it, but I don't have wc3 so that will be hell of an adventure.
__________________
PurgeandFire111: Then you can delete the sound and whala... You have the label,filepath, and other parameters.
Silvenon: It's voila, not whala, you... stupidhead :)
PurgeandFire111: Yeah, I was in a rush. =( *cry*
Herman: Voila is an instrument that I quit playing in 6th grade, whala works just fine if not better
PurgeandFire111: No, viola is an instrument. Stupidhead... =D
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08-23-2008, 11:00 AM
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#48 (permalink)
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I am not ****** :)
Join Date: Oct 2006
Posts: 1,930
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Could someone post a picture of how it looks ?
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08-25-2008, 10:20 AM
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#49 (permalink)
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BBoy Silv
Join Date: Nov 2006
Posts: 866
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Just a normal jump, what's there to see..... similar to toss in dota.
__________________
PurgeandFire111: Then you can delete the sound and whala... You have the label,filepath, and other parameters.
Silvenon: It's voila, not whala, you... stupidhead :)
PurgeandFire111: Yeah, I was in a rush. =( *cry*
Herman: Voila is an instrument that I quit playing in 6th grade, whala works just fine if not better
PurgeandFire111: No, viola is an instrument. Stupidhead... =D
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09-14-2008, 07:18 PM
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#50 (permalink)
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User
Join Date: Mar 2008
Posts: 7
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ive been trying back and forth to understand all this jass madness, but ive got nothing figured out and a substantially painful headache, my tiger still doesnt jump and i hate her for it:(
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10-24-2008, 08:56 PM
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#51 (permalink)
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The almighty Lich...
Join Date: Dec 2007
Posts: 1,185
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It is vJASS not JASS 
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11-26-2008, 07:17 PM
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#52 (permalink)
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ETD 4.0 TerrainerInChief!
Join Date: Jul 2007
Posts: 3,679
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Um... my unit doesn't curve at all. I have the value set to 1.8.
__________________
[20-02-40] Hakeem: It all makes sense now! The constant nagging, the guilt trips! MOTHERS ARE TROLLS!
[19-38-23] Mr.Goblin: ~Void~, yo, dude .. tell me your secret for behing such a good terrain maker, do you smoke illigal things? to get that inspiration?!
[23-19-42] Dr Super Good: dam hindy and his balls gaining infinate blody velocity
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12-27-2008, 01:51 PM
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#53 (permalink)
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User
Join Date: Jan 2008
Posts: 5
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Nice jump thingy however I'm wondering how I can detect the end of the map because if you jump out of the map your hero is lost and you can't do anything or you get fatal errors. So is it possible to make this so you can't jump out of the map?
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12-30-2008, 03:30 PM
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#54 (permalink)
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Still in christmas mood
Join Date: Apr 2008
Posts: 333
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You should change this:
method onDestroy takes nothing returns nothing local real x local real y local rect r
if .r != 0.00 then set x = GetUnitX(.u) set y = GetUnitY(.u) set r = Rect(x - .r, y - .r, x + .r, y + .r) call EnumDestructablesInRect(r, Bool, function TreeKill) call RemoveRect(r)
set r = null endif
if .s != "" and .s != null then call DestroyEffect(AddSpecialEffect(.s, x, y)) endif
call PauseUnit(.u, false) endmethod
to this:
method onDestroy takes nothing returns nothing local real x = GetUnitX(.u) local real y = GetUnitY(.u) local rect r
if .r != 0.00 then set r = Rect(x - .r, y - .r, x + .r, y + .r) call EnumDestructablesInRect(r, Bool, function TreeKill) call RemoveRect(r)
set r = null endif
if .s != "" and .s != null then call DestroyEffect(AddSpecialEffect(.s, x, y)) endif
call PauseUnit(.u, false) endmethod
Why? Because, if the radius was 0 and the special effect 2 was not "", the x and y would not be initialized in the second if/then/else statement, which would cause errors.
I also suggest adding IssueImmediateOrder in the onDestroy method. When the unit is paused while doing an action, and then is unpaused, he'll continue doing the action, resulting in a repeat of the jump until the game crashes because the hero reaches the end of the map.
call PauseUnit(.u, false) call IssueImmediateOrder(.u, "stop")
__________________
Curent project: Everwood ORPG.
The team:
Yohobofire: Terraining
RolePlaynGamer: Scripting, modeling
Darkenneko_003: Texturing
MeKC: Scripting
Visit here: Everwood - The unique ORPG
Don't be afraid to ask if you have any Jass/vJass issues, i'll help you.
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