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JASS Resources Find JASS code snippets and functions here or write your own and post it on the Submissions sub-forum.

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Old 12-12-2011, 07:39 PM   #61 (permalink)
Registered User Apheraz Lucent
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Gratz!
So the system is fully applicable and custom-able right now?
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Old 12-12-2011, 08:07 PM   #62 (permalink)
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Yes. There might be a small update though.
Don't worry, this tiny update will not break backwards compatibility and it won't fix any bugs (There are none), I'm only doing it so I can make 'FireCode' a requirement.
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Old 01-24-2012, 05:37 PM   #63 (permalink)
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Errr, is just me or you change the globals name and forget to change it inside the code?

Jass:
private constant string  MODE_CHAR = "-"  

//

debug if MODE_CHAR_LENGTH != StringLength(MODE_CHARACTER) then
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Old 01-24-2012, 05:44 PM   #64 (permalink)
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Damn debug keyword :C
Fixed.
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Old 05-13-2012, 12:38 PM   #65 (permalink)
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does this system combines does mode strings into one single line? just like most game mode systems out there

ohh and some little checks too like if a mode A is present, disable mode B or shows an invalid mode error whatsoever
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Old 05-13-2012, 02:39 PM   #66 (permalink)
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Yes, all modes in one line.

The checks for mode disabling are supposed to be done by the user.
I can make them automatic though.

The way you would do it currently is:

Jass:
function ap takes nothing returns nothing
    if not ModeAR.flag then
        set ModeAP.flag = true
        // do mode ap shit
    endif
endfunction

function ar takes nothing returns nothing
    if not ModeAP.flag then
        set ModeAR.flag = true
        // do mode ar shit
    endif
endfunction
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Old 05-14-2012, 03:43 AM   #67 (permalink)
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no i mean the game message o.o

Like
Noob Player has selected All Pick/Only Mid/Whatsoever Mode
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Old 05-14-2012, 01:34 PM   #68 (permalink)
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For that, you should write your own script.
I will however add that as a feature if you want.
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Old 05-14-2012, 02:42 PM   #69 (permalink)
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it will be more efficient if it is merged with the library i guess...
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Old 05-14-2012, 04:16 PM   #70 (permalink)
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Actually, the only reason it would be more efficient is because /I'm/ adding it :p (Lol.)
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Old 05-16-2012, 04:41 AM   #71 (permalink)
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ok.. i might look into that lol
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Old 05-16-2012, 12:12 PM   #72 (permalink)
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I'm going to update this after I finish a Missile system for -Kobas- on Friday.
By Saturday, this thing should be updated.
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Old 05-16-2012, 01:06 PM   #73 (permalink)
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Quote:
Originally Posted by Magtheridon96 View Post
I'm going to update this after I finish a Missile system for -Kobas- on Friday.
By Saturday, this thing should be updated.
i think you should share it.. if you wouldn't mine
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Old 05-16-2012, 01:15 PM   #74 (permalink)
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Well, I could share the algorithm :p
What I'm doing is just moving projectiles by their xVel, their yVel and zVel 32x a second.

For homing missiles, I would only recompute the x,y,zVels.

For bouncing missiles, I would use normal missiles and just give a new target each time.

A missile would be destroyed if bounces == 0 and the the difference between the current and target coordinates is less than the velocity on each axis (xVel, yVel, zVel)

It's very, very simple and incredibly efficient :P
The efficiency is required here because we might end up doing crazy things in the future like using a projectile system for unit attacks xD
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Old 05-22-2012, 02:48 AM   #75 (permalink)
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cool... o.o

any updates on this one? so excited lol
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