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Old 08-12-2008, 11:47 PM   #46 (permalink)
 
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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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Old 08-17-2008, 10:25 AM   #47 (permalink)
 
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I got back from my vacation....

Wow, many comments, thanks for reps and sorry about bugs :(

Quote:
However I found a bug, if you jump into ground lower then you it has u floating higher.
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.
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PurgeandFire111: Then you can delete the sound and whala... You have the label,filepath, and other parameters.
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Old 08-23-2008, 11:00 AM   #48 (permalink)
 
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Could someone post a picture of how it looks ?
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Old 08-25-2008, 10:20 AM   #49 (permalink)
 
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Just a normal jump, what's there to see..... similar to toss in dota.
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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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Old 09-14-2008, 07:18 PM   #50 (permalink)

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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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Old 10-24-2008, 08:56 PM   #51 (permalink)
 
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It is vJASS not JASS
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Old 11-26-2008, 07:17 PM   #52 (permalink)
 
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Um... my unit doesn't curve at all. I have the value set to 1.8.
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Old 12-27-2008, 01:51 PM   #53 (permalink)

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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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Old 12-30-2008, 03:30 PM   #54 (permalink)
 
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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")
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