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Old 04-01-2012, 08:06 AM   #46 (permalink)
Registered User Nestharus
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Quote:
btw, can you "open a hole" at method update for change texttag overtime ????
That feature does not belong in this resource. If you want that, code another resource that supports changing texttags over time that uses this one or start your own timers.

I only supported what are supported by current texttags and a tiny bit more (the set texttag target position should lock to that position).

Quote:
When i used .setVelocity() and .angle= , i recognized that the angle you made is Radian not Degree.
At least, add a comment about it or add *bj_DEGTORAD when calculating because "angle" makes everybody to think about degree
radians are what the rest of the world uses by default.
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Old 04-04-2012, 03:45 AM   #47 (permalink)
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I found a weird bug:

Example

Error
Code:
lifespan       = 3.0
creating period= 0.5

lifespan       = 3.5
creating period= 0.5

lifespan       = 2.4
creating period= 0.4
Non Error
Code:
lifespan       = 2.5
creating period= 0.5

lifespan       = 3.1
creating period= 0.5

lifespan       = 2.2
creating period= 0.4

Test code

Jass:
function Trig_Untitled_Trigger_001_Actions takes nothing returns nothing
local TextTag tt
 set tt= TextTag.createLocal(GetLocalPlayer()== Player(0))
 call tt.setPosition(GetRectCenterX(bj_mapInitialPlayableArea), GetRectCenterY(bj_mapInitialPlayableArea),70)
 call tt.setText("ABC",12)
 call tt.setVelocity(80., 90.)
 set tt.lifespan=3.0
 set tt.fadepoint=1.1
 endfunction

function InitTrig_Untitled_Trigger_001 takes nothing returns nothing
    set gg_trg_Untitled_Trigger_001 = CreateTrigger(  )
    call TriggerRegisterTimerEventPeriodic( gg_trg_Untitled_Trigger_001, 0.5 )
    call TriggerAddAction( gg_trg_Untitled_Trigger_001, function Trig_Untitled_Trigger_001_Actions )
endfunction

Last edited by vuongkkk; 04-04-2012 at 04:52 AM. Reason: Only report the bug
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Old 04-04-2012, 04:33 AM   #48 (permalink)
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I don't understand what you mean.
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Old 04-04-2012, 04:49 AM   #49 (permalink)
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When creating texttags overtime like "Example - error case" with this system

I saw:
- First: have a texttag disappears when the time comes !!!
- Second: some texttags disappear when they do not expire !? (i used fadepoint to confirm that)
- Third: texttags disappear like a disease

You should run my test code to see what is the bug.....
I think the bug relates with timer!

For tester 's sake: Map with The bug
Attached Files
File Type: w3x Texttag_bugdemo.w3x (58.3 KB, 9 views)
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Old 04-04-2012, 07:29 AM   #50 (permalink)
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Fixed

Texttags were cleaned up before timers expired since they shared the same timeouts. Added .001 to the actual texttag lifespan ; P.
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Old 04-12-2012, 06:54 AM   #51 (permalink)
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sure allocate() method is magical but still remain a prob here!
the code doesn't works properly if all cons are true:
- The number of texttag breaks the limit
- Use the standard texttag like crit, miss, bounty and GUI texttag...

Last edited by vuongkkk; 04-12-2012 at 07:32 AM.
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Old 04-12-2012, 06:59 PM   #52 (permalink)
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????

If you reach limit, the oldest non-permanent texttag is taken.

Not sure what you mean on point 2. I've run into 0 probs with this when running hundreds of texttags. Yes, they will end early, but that's to be expected.
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Old 04-12-2012, 08:08 PM   #53 (permalink)
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Nes, if you're up for it, you can help users get past the 100-texttag limit by seeing if certain texttags can be merged ;)

All texttags having the same X or Y (non-moving) can be merged.
If two texttags have the same X or Y and and are moving, they can only be merged if they have the same velocity :P
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Old 04-12-2012, 08:15 PM   #54 (permalink)
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uh no lol
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Old 04-12-2012, 10:48 PM   #55 (permalink)
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Quote:
Originally Posted by vuongkkk View Post
- Use the standard texttag like crit, miss, bounty and GUI texttag...
I've already tried it in the past, texttags created by triggers and the ones created by the game don't seem to share the same stack.
The test is easy, display 100 texttags by trigger, and then display game's ones.
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- less efficient != inefficient
- features, less verbosity, decent api, safety > ridiculous script "efficiency" "won" and map broken. That's all a matter of scale.
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Old 04-13-2012, 07:19 AM   #56 (permalink)
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You could probably take advantage of something like that :P
For example, if you want damage texttags, you could give units 100% critical strike and set the multiplier to 1, then modify the color data and shit in that MiscXX.txt file inside Warcraft III's MPQ files <:
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Old 04-13-2012, 10:46 AM   #57 (permalink)
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Overkill, here i come :p

EDIT : Anyway, do you realize that we can't really control them, at least not in the same way that the ones created by triggers (lifespan, position, velocity, etc) ?
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- Never believe some warcraft "fact" without a proof, even from an "experienced" user, that's how myths & legends born.
- I don't have wc3 installed anymore since a while, please consider it before answer me.
- less efficient != inefficient
- features, less verbosity, decent api, safety > ridiculous script "efficiency" "won" and map broken. That's all a matter of scale.
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Old 04-13-2012, 11:09 AM   #58 (permalink)
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Well, it's fine if you only need a constant velocity, lifespan, fadepoint, color and such :P
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Old 04-22-2012, 10:22 AM   #59 (permalink)
Registered User vuongkkk
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Creating local texttags is hard to deal.
I think it's not a prob unless:
have a unit learn Critical Strike and that unit have speed enough to create more than 100 - <localRemaining> texttags

Btw, I used a part of your code in my texttag system, hope that not violate the copyright...
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Old 04-22-2012, 08:33 PM   #60 (permalink)
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Just give credit for the specific code you used =)

edit
take a look at docs in this lib

http://www.hiveworkshop.com/forums/s...-dummy-213908/

you'll see how I gave credits to peeps for their code =)
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