Moderator
M
Moderator
Bribe:
You use a lot of arrays which impair readability and in-game performance. More specific names would be beneficial here, to make it easier to follow what's happening with the code.
Set Real[1], for example, could be "FlyingHeight"
Same with Integer[1] = 10, could be "FX_Count"
While arrays may remove bloat from the variable editor, they add bloat to everything else.
I also recommend hashing function call results before repeat-referencing them. For example, using integer variable loops instead of integer A loops, and you use (Key (Picked unit)) a lot which could instead be set to a variable. Variables execute much faster in-game than function calls.
Overall could use some under-the-hood work, but the result is nice.
Maker, v0.01, 14.07.2011
Approved. But you should do as Bribe said to improve performance a bit. The spell is also a bit heavy with effects, but they look good.
GetForLoopIndexA() -> bj_forLoopAIndex
Do the Ray is empty check only after you remove a unit from the group.
You use a lot of arrays which impair readability and in-game performance. More specific names would be beneficial here, to make it easier to follow what's happening with the code.
Set Real[1], for example, could be "FlyingHeight"
Same with Integer[1] = 10, could be "FX_Count"
While arrays may remove bloat from the variable editor, they add bloat to everything else.
I also recommend hashing function call results before repeat-referencing them. For example, using integer variable loops instead of integer A loops, and you use (Key (Picked unit)) a lot which could instead be set to a variable. Variables execute much faster in-game than function calls.
Overall could use some under-the-hood work, but the result is nice.
Maker, v0.01, 14.07.2011
Approved. But you should do as Bribe said to improve performance a bit. The spell is also a bit heavy with effects, but they look good.
GetForLoopIndexA() -> bj_forLoopAIndex
Do the Ray is empty check only after you remove a unit from the group.