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Change log 3D OCJS

Change log

0.7.0.0 beta
  1. Documentation:
    - Listed out in the manual all the usable functions and variables
    in this system
    - Documented all triggers that are a part of this system
    - Updated the importing documentation a little
  2. Merged, optimized and organized a lot of code
  3. Removed some requirments:
    - ForAllDest
    - GetLocZ
    - CheckAngle
    - IsPlaying
    - InitArrowKey
    - AllowFlight
    Added some new ones:
    - PlayerManager
    - AutoFlight
    - GetTerrainZ
    - ArrowEvent
    - ArriwEvent_PlayerRegister
  4. Setting custimizability:
    - Created settings trigger that contains constant value customizability
    - Created functions and variables the can customize for unit unit types
    (Only works on newly/to be created units)
    - Can customize specific system unit settings at any time
    - Due to custimizability of unit settings, the static method no longer
    use the width and height variables
  5. Collision objects:
    - Added 2D Circle creation
    - Can recreate 3D Rectangles dimensions with other 3D Rectangle Id
    - Can now check if a unit is inside a 3D Rectangle
    - Created some technical functions for indexing collision objects
0.6.0.1 Beta
  1. Some slight performance improvements
  2. Infinite loop fixed when movement is redeclaired in a new sector
0.6.0.0 Beta
  1. Implemented and used Unit Indexer and it's requirments by Nestharus
  2. 3D rectangle data is now stored into real arrays instead of
    hashtables making things more efficiant although passing the OP
    limit for storage
  3. Indexing and general code and variables have been fixed and improved
    with some new functions added
  4. Seperated a folder for global 3D object indexing and other functionality
    an usage with other 3D objects (currently still contains only 3D rectangles)
  5. Seperated a folder for requirment functions that are used through out the
    system
  6. All system unit functionality except 3D objects and requirments are now merged
    into the same folder (merged attach and detach unit methods into there own
    modules)
  7. The jump ability isn't initialized through code anymore and has to be attached
    to the unit through other methods. Any unit that has the ability and is
    attached to the system will have the ability function properly
  8. Updated the Manual and created a seperate disabled trigger for Importing and
    also updated the description for it
0.5.0.0 Beta
  1. The system is now fully MUI
  2. Made seperate functions to allow to be locked to an interface
    unit or the original with the use of ordering the unit around
    with right clicks on terrain (still under construction to work)
  3. Started development of ordering units to move with terrain right
    clicks (for now can only detect where they are ordered and to
    stop instantly)
  4. Added a bunch of functions to break down the different elements
    this system provides with attaching the unit. So now you can break
    down attachment of unit to allow or not the function of attaching
    the Jump ability, player camera lock to unit, arrow detection for
    ordering the unit, having a seperate unit for interface so default
    orders are disabled
  5. Allowed to return Id values of 3D rectangle objects to keep track of
    individual objects (may be buggy though)
  6. Added a function to remove 3D rectangle objects with the object Id
  7. Destroying 3D rectangles within a rectangle area should be fully
    functional now
  8. Added functions to get and set coordinate values for created 3D rectangle
    objects (caution: hasnt been tested much if at all)
  9. Added functions to get coordinate values of units attached to this system
  10. When the system unit is on the ground it can now jump all the time (the
    unit is always locked to the ground when on the ground instead of falling
    off a steap cliff (havent tested this though))
  11. This systems code and general organization has been cleaned a bunch (getting
    the Z value of coordinates is simplified, some functions expanded to help with
    breaking down, understanding and readability and other things)
  12. Updated the manual to add new functions and removed extra descriptions
    (I figured that anyone that can take this system seriously anough should
    be able to understand easlily though anyway without a description and this
    more compact view in a way makes it more readable for quick look ups)
  13. Removed Detach players unit function as this system automatically
    attaches and detached to the owner of the unit
  14. Created a little test demo of when selecting a unit it is locked to the
    selecting player
0.4.1.0 Beta
  1. Collision units no longer walk through the bottom of an
    object and not stop, instead the unit is completely stopped
    untill given a direction where it can move freely
  2. Jumping while colliding with a 3D object now works consistently
    although with a trade of still having your single jump when
    walking off an edge of a 3D object
  3. All System Unit functions now work (note: modules can only be
    used once inside a struc.t even when multiple different modules
    that contain one of the same module)
  4. A few grammar errors here and there fixed with the most note
    worthy one being fixed to SystemUnit.Detach and SystemUnit.Detach
0.4.0.0 Beta
  1. Added new function calls for destroying 3D objects,
    detaching units from the system and changing the units
    coordinates and facing angle
  2. The system has been completely recoded with structs to
    help me with coding the system itself and with this
    the code has been cleaned a lot
  3. Completely removed and scrapped the "Create System Unit"
    function (must use the "Attach System Unit" method now)
  4. Created a manual to help users use the system in their
    maps
  5. Some physics may have been altered for the system
beta .3
Main changes:
  1. Jumping to hit the min z of an object will no longer
    create bugs

  2. Code has started in construction for creating objects
    with polygon figure
Minor changes:
  1. Some documentatio has been fixed

  2. Alot of notes(for debuging) have been created(for myself)

  3. Walking off the side of the map creates a fatal error
    instead of heavy lag
beta .2
  1. This systems code organisation has been changed and
    arranges alot to hopefully make things more
    convenient and easier

  2. Collision objects can be created at anytime in the
    map instead of being limited to being inbuilt to
    one of this systems libraries and only with one
    line of code of a call function instead of using text
    macros

  3. Units are able to be created in any part of code
    within a map, also able to have custom options
    to customise the unit (note: creating a unit inside
    an object or creating an object over the unit would
    probably bug) this change counts as a fix to bug
    no. 6 although adds another known bug

  4. System now works on any size map without code
    modification

  5. Fixed bug no.2 so you can no longer walk on the bottom
    edge of an object and not fall

  6. Fixed bug no.3 enough for it not to be noticaeble,
    with the unit getting stuck while walking along
    an object to another, although bugs with objects
    next to each other with one or more objects being
    stacked on each other still

  7. Fixed bug no.5 so you can not select nor deselect
    units
beta .1
Main changes:
  1. For each object that is checked, they get checked
    inside a different function instead of all the code
    being checked inside the loop function. This allows
    to be able to be less likely to hit the OP limit
    and add more object types easily

  2. A location for each instant is created and moved for
    checking height of the ground for the located
    coordinates instead of creating a new one for each
    check. A global could not be created for this as
    once the first instance is over moving it to check
    again does not work

  3. Started my attempt to fix bug #1
Minor changes:
  1. Added some documentation to the Movement
    trigger/library (also a little in the
    Object Injection trigger/library), fixed a
    couple of grammar errors in documentation and
    also removed some useless description in the
    instructions documentation

  2. Moved the descriptive logs to a different folder

  3. Removed efficiency notes
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