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07-09-2007, 10:24 PM
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#1 (permalink)
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Wulfy loves Nex!
Join Date: Aug 2004
Posts: 293
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Wishlist
Since i'm creating a bunch of new natives for WC3, i thought that i might aswell just create some more jass functions, incase anyone wants to use them.
First of all, the basic native set, will include only winsock, then i'm going to make another pack, that has C standard math(Only the ones missing), which will be an option for developers that use WarSoc, it will be part of the end user product.
This will be the wishlist for natives you might need, but you should know that i'm not a very good programmer, and i might not be able to do everything.
Wishlist: - MindWorX:
- WarSocAPI - Done, new version coming. Standalone
- MouseAPI - Partly Done. Part of WarSoc
- WindowAPI - Partly Done. Part of WarSoc
- C Standard Math, The Missing Functions - Partly Done. Part of WarSoc
- C File Reading - I'll add this for the possible use of reading a database included with a map. Also going to add filewriting, but in a way so endusers have complete control. This means they can specify a max filesize and if filewriting is allowed at all. Filewriting will still be limited to text. Part of WarSoc
- SFilip:
- Binary Operators. - Still WIP.
- MD5 and SHA1 string hashing. - Done
- Encryption - Still WIP.
- Diablo-dk:
- Combine SetUnitX/SetUnitY into function. - Still WIP.
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"Wulfy loves Nex!"
Last edited by SFilip; 10-01-2007 at 05:26 PM..
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07-16-2007, 05:33 PM
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#2 (permalink)
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Banned
Join Date: Nov 2006
Posts: 6,459
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native SetExactCameraHeight takes player whichplayer, real height returns real
return real returns "height"
it ignores "average terrain height"
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07-16-2007, 07:14 PM
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#3 (permalink)
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Wulfy loves Nex!
Join Date: Aug 2004
Posts: 293
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Quote:
Originally Posted by HappyTauren
native SetExactCameraHeight takes player whichplayer, real height returns real
return real returns "height"
it ignores "average terrain height"
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I'm pretty sure that effect can be achieved using
GetTerrainHeight()-DesiredHeight Either way, that wont be possible yet, i'm not able to change anything of the game using custom natives right now, might be a possibility later, but not right now.
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"Wulfy loves Nex!"
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07-26-2007, 02:35 PM
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#4 (permalink)
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Awaiting WAR
Join Date: Aug 2006
Posts: 1,121
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2 ideas
1. maybe a "(Damage Type of (Damage Taken)) Equal to "Damage Type" " condition?
2. maybe a "(Level of Buff) Equal to "Number" " condition?
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Quote:
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Originally Posted by Inside the Chatroom
[00-25-37] Razorbrain is sitting on the toilet doing private stuff Lirch
[00-25-39] Lirch is sitting on the toilet doing private stuff Razorbrain
[00-25-45] Lirch *censored* Razorbrain in the mouth.
[00-25-50] DrunkenPanda200: WTF?
[00-25-51] Razorbrain: :(
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Last edited by Razorbrain; 07-29-2007 at 12:08 PM..
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08-04-2007, 09:05 PM
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#5 (permalink)
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Jack of all trades
Join Date: Nov 2005
Posts: 291
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Well anything that involves messing with the game itself isn't really possible. It may be at some point, but for now all you can do is manipulate with integers, reals and strings.
So no, those two aren't possible either I'm afraid.
Anyway my suggestions:
-binary operators (and, or, xor, not, shift left, shift right)
-md5 and sha1 sums
-encryption
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08-04-2007, 11:15 PM
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#6 (permalink)
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Shifting voidwalker!
Join Date: Nov 2004
Posts: 396
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Combining SetUnitX/SetUnitY into one function will make them faster?
Also, is MouseAPI gonna include mouse-click detection? Most stuff can be done with trackables, but it would possibly be nice for some fps maps.
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08-05-2007, 11:12 AM
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#7 (permalink)
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Wulfy loves Nex!
Join Date: Aug 2004
Posts: 293
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Quote:
Originally Posted by SFilip
Well anything that involves messing with the game itself isn't really possible. It may be at some point, but for now all you can do is manipulate with integers, reals and strings.
So no, those two aren't possible either I'm afraid.
Anyway my suggestions:
-binary operators (and, or, xor, not, shift left, shift right)
-md5 and sha1 sums
-encryption
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For math, this might interest you: Linky
md5 and encryption is going to be part of my next gen WarSoc native set, and i could add sha1 too.
Quote:
Originally Posted by Diablo-dk
Combining SetUnitX/SetUnitY into one function will make them faster?
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That might be possible, i'd have to research a little, but i think it's possible.
Quote:
Originally Posted by Diablo-dk
Also, is MouseAPI gonna include mouse-click detection? Most stuff can be done with trackables, but it would possibly be nice for some fps maps.
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Going to add full mouse and keyboard key detection, it just proved to be a little harder than i thought, since blizzard is already doing their share of detection for the normal UI.
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"Wulfy loves Nex!"
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08-23-2007, 05:48 AM
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#8 (permalink)
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Yawn...
Join Date: Jul 2006
Posts: 751
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Are you going to design your own storage system?
If not it would be nice, sorta like LHV but without using a slow ass gamecach?
Heres something me and my friends thought would be fun, adding a chat system to the loading screen?
With the ability to create a map of any size im sure load times would be alot longer so a way of communicating would be nice...
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[ Current Project : Fallen Legends - Anub'arak ]
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08-23-2007, 12:54 PM
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#9 (permalink)
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Banned
Join Date: Nov 2006
Posts: 6,459
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he cant hax wc3 that much...
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08-23-2007, 02:37 PM
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#10 (permalink)
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Chaos Overlord
Join Date: Aug 2005
Posts: 711
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Well guess I could add a few functions I use, see what you think.
Mainly for projectile spells, a simple one line move a unit towards a direction with an angle:
(Note: Ive split it into 2 lines otherwise it shows up strange in jass tags)
function MoveUnitToPolarProjection takes unit u, real d, real a returns nothing call SetUnitPosition (u,GetUnitX (u )+d*Cos (a*bj_DEGTORAD ) ,GetUnitY (u )+d*Sin (a*bj_DEGTORAD ))endfunction
Get distance between points (instead of locations):
function GetDistance takes real x1, real y1, real x2, real y2 returns real local real dx = x2 - x1 local real dy = y2 - y1 return SquareRoot (dx * dx + dy * dy )endfunction
Standard commonly used ones made by Vex and co.
CS Error
function CS_Error takes player ForPlayer, string msg returns nothing local sound error = CreateSoundFromLabel ("InterfaceError", false, false, false,10,10 ) if (GetLocalPlayer () == ForPlayer ) then if (msg!= "") and (msg!= null) then call ClearTextMessages () call DisplayTimedTextToPlayer (ForPlayer, 0.52, -1.00, 2.00, "|cffffcc00"+msg+ "|r" ) endif call StartSound ( error ) endif call KillSoundWhenDone ( error ) set error= nullendfunction
The Minimal Timer usage:
globalsinteger TIMERS_N=0 timer array TIMERS endglobalsfunction NewTimer takes nothing returns timer if (TIMERS_N==0 ) then return CreateTimer () endif set TIMERS_N = TIMERS_N - 1 return TIMERS [TIMERS_N ]endfunctionfunction ReleaseTimer takes timer t returns nothing call PauseTimer (t ) set TIMERS [TIMERS_N ] = t set TIMERS_N = TIMERS_N + 1 endfunctionfunction InitTrig_TimerCreation takes nothing returns nothingendfunction
etc. etc.
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08-23-2007, 03:10 PM
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#11 (permalink)
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iRawr
Join Date: Dec 2005
Posts: 8,349
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GetDistance and MoveToPolarProjection are a little BJ-ish, especially the first. They're probably best inlined. (even if they're made faster as a native, those are really bloated and unneeded. Also, you'd want to use SetUnitX/Y for the first one in most cases anyways)
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08-23-2007, 04:23 PM
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#12 (permalink)
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Jack of all trades
Join Date: Nov 2005
Posts: 291
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> Are you going to design your own storage system?
Possibly, but there is little need since the way WarSoc operates should be easy to MUI (MPI actually). In addition there are already much better systems than handle vars around, very fast and quite usable.
However we have an almost complete gamecache replacement when it comes to saving, SQLite based.
Anyway loading screen chat is not really possible - you wouldn't be connected until after the map loads.
And turning some functions like MoveUnitToPolarProjection into natives would produce very, very little speed gain, pointless to do really.
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08-24-2007, 09:37 PM
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#13 (permalink)
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BBoy Silv
Join Date: Nov 2006
Posts: 866
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A GetSpellTargetPointX/Y maybe? It's kinda irritating to always extract coordinates from GetSpellTargetLoc() and then destroying that location afterwards. I will think of some other natives later
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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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08-24-2007, 11:17 PM
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#14 (permalink)
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iRawr
Join Date: Dec 2005
Posts: 8,349
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Yeah, that would be nice.
GetSpellTargetX
GetSpellTargetY
--or--
GetSpellPointX
GetSpellPointY
Would be the best names, imo (GetSpellTargetPointX is sorta long/redundant, and anything shorter may not convey the message as well)
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08-25-2007, 12:37 AM
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#15 (permalink)
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im Smart :b
Join Date: Mar 2007
Posts: 7
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i request that DotA cannot use more then 12 players or the join while playing thing otherwise warcraft will implode on DotA, no joke, there will be about 99% DotA in the custom game list on bnet if you allow DotA to use it and the amount of Dota games will just increase. It will change from a nuisance to an epidemic.
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