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Making games inside another game never was prospectful. But coding in wc3 thought me a lot. Now that I am studying Java in classes it feels I have not wasted any time at all.
Yeah, I agree with Spiwn... Jass is really a great starting coding language, its the far easiest one I have tried. I am also taking Java courses in school, I am sure I would learn that just fine without school or without Jass, but Jass really helped me along the way.
Lol thats nice to know.. 430 lines of code.. i have a few rather simple GUI Triggers im hoping will be enough to get over a 3 rating =D I don't have all the time in the world so it's hard especially since im a noob ability creator.. =D
Well, I have made it! I have fixed the major bugs ... now I can finally go on with the spell. Btw, in these 430 lines there are also comments/spaces. Without them I think I have about 265 lines ... ye, kinda that.
I need a unit falling from heaven linear, anyhow the formula I have found out doesn't want to work really ...
I am using Hanky's MainScript so the code will always be running (with 0.03 seconds as interval)
The Setup looks like this:
JASS:
local real max_interval = DISTANCE / FLYSPEED //global defined, unimportant for now
local real heigh_add = HEIGH / max_interval //also a global defined, not important
set mz = heigh_add
Okay, inside the motion:
JASS:
local real z1
local real z2
// ...
set x =.x - .mx
set y =.y - .my
set .x = x
set .y = y
call MoveLocation(TempLoc, x, y)
set z1 = - GetLocationZ(TempLoc)
set z2 = .z - .mz + z1
set .z = z2
call SetUnitFlyHeight(.orb, .z, 0.)
The problem is, that the unit which is falling linear is not always falling linear, especially when the heigh of the checked location is higher than 0 ...
Nononono ... you don't see the problem ^^
Example: If you fly with a unit over a cliff, it looks like it is "jumping over" the cliff, not flying. Also, no map is really 100% flat. Every map has different heighs and that makes the flying unit "jump" instead of fly. With the native GetLocationZ(whichLocation) you can get the heigh of the location and calculate the constant heigh somehow ... but my formula seems to be wrong and I need the right one (lol)
Nononono ... you don't see the problem ^^
Example: If you fly with a unit over a cliff, it looks like it is "jumping over" the cliff, not flying. Also, no map is really 100% flat. Every map has different heighs and that makes the flying unit "jump" instead of fly. With the native GetLocationZ(whichLocation) you can get the heigh of the location and calculate the constant heigh somehow ... but my formula seems to be wrong and I need the right one (lol)
In my projectile system I found a way to make it move smooth over cliffs and such. I can tell you what I did:
Step 1: calculate a "smooth" linear function for the ground. I mean, if the startlocZ is let say 0, and the endlocZ is 128, the linear function would get the formula y = (128-0)/maxduration * 'current time'
So, in my case, I did at the beginning of the missile creation:
JASS:
set d.locZ0 = GetLocationZEx(x0,y0)
set d.locZinc = (GetLocationZEx(x1,y1)-d.locZ0)/d.timemax
At the loop function I stored the height in which you should subtract the "normal" heightparabola with, as
JASS:
set d.time = d.time+interval
set d.nX = d.x0+d.speed*d.time*d.cos
set d.nY = d.y0+d.speed*d.time*d.sin
set d.nZ = GetLocationZEx(d.nX,d.nY)-(d.locZ0+d.locZinc*d.time)
[...]
call SetUnitFlyHeight(d.missile,<Slope parabola formula>-d.nZ, 0)
This is creating a smooth parabola which is not affected by the ground height.
Oh uhm, if I described it too unundestandable, you could check out the system by pressing the link on my sig.
@ Scorpion: You dont seem to have negative reputation, so yes you can =)
In my projectile system I found a way to make it move smooth over cliffs and such. I can tell you what I did:
Step 1: calculate a "smooth" linear function for the ground. I mean, if the startlocZ is let say 0, and the endlocZ is 128, the linear function would get the formula y = (128-0)/maxduration * 'current time'
So, in my case, I did at the beginning of the missile creation:
JASS:
set d.locZ0 = GetLocationZEx(x0,y0)
set d.locZinc = (GetLocationZEx(x1,y1)-d.locZ0)/d.timemax
At the loop function I stored the height in which you should subtract the "normal" heightparabola with, as
JASS:
set d.time = d.time+interval
set d.nX = d.x0+d.speed*d.time*d.cos
set d.nY = d.y0+d.speed*d.time*d.sin
set d.nZ = GetLocationZEx(d.nX,d.nY)-(d.locZ0+d.locZinc*d.time)
[...]
call SetUnitFlyHeight(d.missile,<Slope parabola formula>-d.nZ, 0)
This is creating a smooth parabola which is not affected by the ground height.
Oh uhm, if I described it too unundestandable, you could check out the system by pressing the link on my sig.
@ Scorpion: You dont seem to have negative reputation, so yes you can =)
Friday morning or Thursday night would be the first possible deadline, why Thursday morning oO?^^ Oh and Dingo? Keep in mind that GetLocationZ behaves strange think there was a post that said you need to add 128 in floating, and 256 in deep water :O don't remember xD
Black Arrow
Shoots a powerful dark arrow at the targeted unit.
Casting harms the caster.
Targeted unit suffers some damage.
There is a chance, that targeted unit suffers critical damage, that is 2x primary damage.
The arrow consists of pure fear, so the armor of targeted unit is reduced.
If targeted unit dies, it releases Howl of Pain, that reduces the armor of nearby enemy units.
As targeted unit dies by the arrow, the caster gains hit points, but if targeted unit is a hero, there is a chance that caster fully recovers its life.
The idea is good, but the spell need to be a bit more polished:
-the tooltip its fucked i can see |cffd980....
-I would turn the camera follow off
-I would turn collision of all blade masters off, and turn it back on when all blade masters hits it(would make your spell MUCH more smooth) now they hit each oder and it looks odd
-also remove those blockers and add more testing subjects
Urgh.. I don't have the time to finish up this spell.. if anyone wants to fix up this spell you can keep it but i dont have enough time and i dont know how to fix it in time..
The spell makes the hero jump 3 times and every time he lands he slams the ground knocking back every enemy around him.. Not horrible but alot of bugs and problems..
This is my entry, it's only a simple and noobish spell
History:
~1.0 first upload
~1.0b fixed the animation
~1.0c fixed again and added death/stunned condition
Finale Strike
Ability Type: Active Target Type: Single Unit Effect: Single Unit Damage, Area Damage, Stun Cooldown: 15 seconds Mana Cost: 100
Description:Grab a target enemy into the air, dealing amount of damage to it, and slams the ground that causes waves of spikes to ring the hero in all directions.
Level 1 - Deals 50 damage to main target, and 250 damage area. Level 2 - Deals 50 damage to main target, and 350 damage area. Level 3 - Deals 50 damage to main target, and 450 damage area.
Nevermind, I think it bugs because you never destroy the point where the rocks are created and the same point is used over and over (leaks and can cause bugs).
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