I could... Or probably just rename it to Skull of Death:P I do not do recoloring and does not use imported models in my spells yet. Sure, like I said a few posts above the name could be changed^^
Also, the Death Coil skull (you probably meant that one) is looking awful when moving like a parabola. The same goes for arrows for instance. So I basically picked one among those who fits.
yea i recently re-installed and my warcraft isnt glitching anymore so i forgot alot, i just need to re-learn everything :P thats why i joined the hive. anyways i guess your right, maybe you could just rename it. Maybe call it boulder bombardment or something like that :P
__________________ The armageddon is coming. . . Armageddon Hero arena
The war between good and evil. . .will. . .commence. . .
Maybe^^. If I do an update of the spell code itself I will consider renaming it. For now on I'll let it be. I am still looking for an option to make awkvard moving missiles better.
The new projectile system works flawless except for one thing.
At the end the missile dies in a 90 degree angle so the effect looks kinda odd when sideways, please fix it so that it turns around just beafore the effect is destroyed
Edit: You should really fix so that the missiles aren't affected by walls, trees, etc. Stuff that normal flying units would increase height of.
There is a reason why the "DoNothing" is there. It prevents antinullleaks, and is not even ran, since the boolexpr before it always returns false... So it will never run!
What separate damage function are you missing? It has the constants for both the main and the split missiles - base and increase per level.
Anyhow thanks for your review Dingo=)
Quote:
At the end the missile dies in a 90 degree angle so the effect looks kinda odd when sideways, please fix it so that it turns around just beafore the effect is destroyed
Edit: You should really fix so that the missiles aren't affected by walls, trees, etc. Stuff that normal flying units would increase height of.
Ill take a look on the first one. As it goes for the second one, sure I could, but this is not a very complex projectile system. It's main purpose in the beginning was to make it look like wc3s rawcoded one. But yeah, I did never check how it looks on cliffs. So yeah, ok^^
kinda, meh? Thats the best way to look-alike it ._. I never guaranteed that missiles which requires angle rotation would look great. So yes, I am probably sticking to those without as well.
kinda, meh? Thats the best way to look-alike it ._. I never guaranteed that missiles which requires angle rotation would look great. So yes, I am probably sticking to those without as well.
I MEANT! the lavaballs!! you used flame missiles beafore :P
My interest in Warcraft3 has almost totally pin-pointed on movement systems, mainly projectile systems. How on Earth did you get the Projectiles to spin in the air???
I haven't downloaded this yet... I sort of can't (long story, not important)
Basically, I have been wondering how to spin the projectiles using code for almost 2 years now?
And, I'm also currently working on a Projectile system using OOP programming, I can't tell much now, because it isn't finished, (still gotta complete the test map), but it was designed to be a very very convenient movement system for other vJASS'ers to have an object with which they can have complete control over the movement of a unit.
But yeah, there is no way it could be complete without this new function you have. I can hardly contain my excitement :D
My interest in Warcraft3 has almost totally pin-pointed on movement systems, mainly projectile systems. How on Earth did you get the Projectiles to spin in the air???
I haven't downloaded this yet... I sort of can't (long story, not important)
Basically, I have been wondering how to spin the projectiles using code for almost 2 years now?
And, I'm also currently working on a Projectile system using OOP programming, I can't tell much now, because it isn't finished, (still gotta complete the test map), but it was designed to be a very very convenient movement system for other vJASS'ers to have an object with which they can have complete control over the movement of a unit.
But yeah, there is no way it could be complete without this new function you have. I can hardly contain my excitement :D
Woah, you have alot of interest in this indeed :D
Yeah, I found out, actually from Dynasti which gave me a hint to look in HindyHat's SEE system. By using the dummy unit which has the animations in which he rotates in an angle of -90 to 90 degrees (animation indexes from 0 to 180). When I found out how the parabola shape was created, I made a derivative to find out its slope. And the turning angle will be arctan of what you get in the derivative:)
Although, when you test it, and experiment it, it may not look as good as you think. It is not exactly the same as the rawcoded wc3's ones, due to the fact that it has to be done in intervals. We could change the interval to something smaller, I guess it will look better that way. But for now on, I hope it's alright:p. I'm glad you seem to like it!
Quote:
Originally Posted by Dynasti
I MEANT! the lavaballs!! you used flame missiles beafore :P
Hmm, I'll need to change my system a little for that, but it'll still be pretty cool
As for the slope, I got it covered. The system I use goes totally on a single interval (constant). The whole thing is designed for total control of the X,Y, and Z movements
Each direction has a speed and acceleration variable, and from here I can use the 'KnockBack Formula' (I call it that because I don't know the name) to determine the appropriate speed and acceleration for dynamic effects.
D(u) = (u+1)*(2a+ub)/2
Where u = intervals (intervals = Time to effect / interval constant...[t/c]), a = speed
and b = acceleration
I was mulling it over, I think this can be used to get the appropriate rotation, I don't think I need a derivative, just split the rotation from T = 0 to T = t (T being a constant provided by the user, and t being real-time, as if the rotation of the projectile was a function of t ... maybe R(t) = (t/c)*(EndRotation/(T/c))
The equation is something along those lines, basically as the t/c approaches T/c, we should get the end rotation of the projectile(and as t/c approaches T/2c we should get a rotation that looks horizontal), but where does the start rotation come in? ... I'm not sure, I will work the whole thing out when I get to it, but I am so very much appreciative :D :D :D
[If you haven't noticed, I don't use the normal physics of having an angle to the arc, I simply didn't learn it that way]
Haha np, though, I am not a genious, and didn't understand everything you said:P
I didnt use the normal physics for this either, as wc3 uses a totally different system itself than what you would have learned in school (acceleration, velocity etc). Let say I was lucky and with patience and conclusions found the most similar one :]