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Reputation (+1): (Post) I think what he meant is "other muslims might disagree with him on some of what he says: not everything he says is un-arguable." That is why we have discussions afterall.
TC! i have a question about recycling in stageiD's. in your tutorial you mentioned that i only need to 'swap the data used in that stageID to the recycled one'; Does that mean that (in your turret-projectile-unitslow example) for stageID 1 where the turret is created and fires a projectile, i only need to recycle the turret's data; and for the second stage to only recycle the projectile's data? I'm having some difficulty following the logic but hopefully I'm on the right track.
Hey man, just wanted to let you know that in your spell-pack, the BUS (Boss Ultimates Spellpack) the knockback effects on flying units are bugged, they never become un-stunned
What modeling program(s) did you use to make the Silithid Devourer?
Good job on it by the way. Did you get the voices from another hero or did you voice them yourself?
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Edit: to be clear I'm talking about the one that's still active not the recycled one i.e. if a turret is being recycled and is going to swap with a projectile, then you only need to move the projectile data into the slot as well as the stageID of the projectile the turret was in because the left over turret data is never going to be accessed because it's in the wrong stage to use it (this creates a lot of "junk" in the memory but no memory leaks, just makes it look a bit weird)
You can do it the lazy way by recycling all the data, (also makes bugs easier to avoid if you mess up) but if you have a lot it can be more efficient to split the recycling process into IF statements based on what the StageID is of the object that's going to be moved