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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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12-12-2011, 07:39 PM
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#61 (permalink)
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Gone, but never forgotten
Join Date: Jan 2010
Posts: 2,657
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Gratz!
So the system is fully applicable and custom-able right now?
__________________
I request everyone who care about me, to read this. It is vital.
I may be gone, but will never be forgotten. I may fall down, but will always rise. I may not be strong, but... I just want you to remember me as you did. A girl with a smile on her face, and a grin in her soul.
Farewell Hivers. May our paths be crossed again.
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12-12-2011, 08:07 PM
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#62 (permalink)
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JESUS MAN
Resource Moderator
Join Date: Dec 2008
Posts: 5,701
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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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01-24-2012, 05:37 PM
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#63 (permalink)
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Shadowsong
Join Date: Oct 2008
Posts: 210
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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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01-24-2012, 05:44 PM
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#64 (permalink)
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JESUS MAN
Resource Moderator
Join Date: Dec 2008
Posts: 5,701
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Damn debug keyword :C
Fixed.
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05-13-2012, 12:38 PM
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#65 (permalink)
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User
Join Date: May 2009
Posts: 495
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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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05-13-2012, 02:39 PM
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#66 (permalink)
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JESUS MAN
Resource Moderator
Join Date: Dec 2008
Posts: 5,701
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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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05-14-2012, 03:43 AM
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#67 (permalink)
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User
Join Date: May 2009
Posts: 495
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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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05-14-2012, 01:34 PM
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#68 (permalink)
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JESUS MAN
Resource Moderator
Join Date: Dec 2008
Posts: 5,701
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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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05-14-2012, 02:42 PM
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#69 (permalink)
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User
Join Date: May 2009
Posts: 495
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it will be more efficient if it is merged with the library i guess...
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05-14-2012, 04:16 PM
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#70 (permalink)
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JESUS MAN
Resource Moderator
Join Date: Dec 2008
Posts: 5,701
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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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05-16-2012, 04:41 AM
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#71 (permalink)
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User
Join Date: May 2009
Posts: 495
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ok.. i might look into that lol
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05-16-2012, 12:12 PM
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#72 (permalink)
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JESUS MAN
Resource Moderator
Join Date: Dec 2008
Posts: 5,701
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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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05-16-2012, 01:06 PM
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#73 (permalink)
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User
Join Date: May 2009
Posts: 495
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Quote:
Originally Posted by Magtheridon96
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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i think you should share it.. if you wouldn't mine
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05-16-2012, 01:15 PM
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#74 (permalink)
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JESUS MAN
Resource Moderator
Join Date: Dec 2008
Posts: 5,701
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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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05-22-2012, 02:48 AM
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#75 (permalink)
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User
Join Date: May 2009
Posts: 495
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cool... o.o
any updates on this one? so excited lol
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