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Bannar
Last Activity:
Jul 20, 2018 at 4:12 PM
Joined:
Mar 19, 2008
Messages:
3,075
Albums:
1

Awarded Medals 4

Gender:
Male
Birthday:
Sep 4, 1991 (Age: 26)
Location:
Poland

Bannar

Formerly known as Spinnaker, Male, 26, from Poland

Bannar was last seen:
Jul 20, 2018 at 4:12 PM
    1. Frotty
      Frotty
      No profile message for 4 years?
      Not anymore!
      In other news, iirc you reported some issue with compiletime() inside constant arrays. I wasn't able to reproduce it, care to elaborate?
      1. Bannar
        Bannar
        Gz on the profile message achievement.
        The issue seems to be related with war3 path or some unhandled null pointer exception - run wurst map vscode command was failing.
        First appeared 6-7 days ago, updated wurst 2-3 times during that time to see if issue would be resolved. No success, unfortunately. Build command worked just fine, thus I workarounded this with simple .ps1 script.
        Talked with Water yesterday and he told me to update wurst again since some additional safety checks were lately added. Indeed the update (803 build) fixed the problem.
        If this is not the issue you wished to talk about, apologizes.
        Jun 13, 2018
    2. RustKnight
      RustKnight
      Hi there - I'm a novice coder coming from a C++ coding environment. I'm looking to get familiar with JASS but the directions I read on the wiki and other (outdated) tutorials around the net got me very confused on what I should tackle first.

      I am interested at understanding JASS and how the whole map creation process works - You mentioned this in your "Compiling vJass and Wurst using VSCode" post :
      Heavily favored over Wurst by new users because of streamlined learning curve: GUI -> Jass -> vJass

      Does this imply that to get a better grasp on JASS I should play around with the GUI World Editor first ?
      1. Bannar
        Bannar
        Most people get to know GUI triggers first before moving forward to pure Jass and possibly vJass.
        If you're familiar with c++, in my opinion you should be moving straight to vJass. The OOP concept and scopes make it much easier for developer to organize the map structure.
        Jun 2, 2018
      2. RustKnight
        RustKnight
        Nice to know that - I was actually hoping for such an answer. Can you maybe think of what I could start reading as a tutorial ? Consider that I have almost no knowledge of World Editor and Jass syntax.

        As far as I understood you're recommending me a vJass tutorial...
        Jun 2, 2018
    3. MyPad
      MyPad
      1. View previous comments...
      2. MyPad
        MyPad
        Oh, and I wish to interpret awaiting Update in another manner, being able to physically test the resource before approval.
        May 31, 2018
      3. Bannar
        Bannar
        Hmm, now when I'm thinking about it, that status might make sense.
        However, what we could do is talk with Ralle about its impact i.e. maybe leave the resource still up on the front page? Don't you think?
        For any resource the first few days are the most important, that's why I was negative towards the results of your actions.
        Does not change the fact that I appreciate your time and input in looking at my resources!
        Jun 1, 2018
      4. MyPad
        MyPad
        Alright. I'll see if I can propose another meaning to Awaiting Update currently in Spell Submissions.
        Jun 1, 2018
    4. Dark-Zalor
      Dark-Zalor
      hello man
      firstly thank you for your help

      I uninstalled my old war 3 and installed TFT from blizzard. The problem is I counldn't select the language soe I've the correct version but nothing worked with the sharpcraft editor.
      1. View previous comments...
      2. Dark-Zalor
        Dark-Zalor
        I did I chose English(US)
        But my game is in french maybe it's due to the cd key
        May 9, 2018
      3. Bannar
        Bannar
        I'm pretty sure you are missing something. My cd-key is Polish, yet I'm able to enjoy both, English WE and War3. Btw, Poland lies farther away from UK and US than France, so there is still some hope left, @Dark-Zalor : )
        May 9, 2018
      4. Dark-Zalor
        Dark-Zalor
        hahahaha
        you're funny
        May 9, 2018
    5. gusanomental
      gusanomental
      Hey there, Bannar. Could you help me a bit regarding your tree revival system?
      1. View previous comments...
      2. Bannar
        Bannar
        Jun 2, 2018
      3. gusanomental
        gusanomental
        Thanks a million. Would you happen to have a simple test map showing how the demo code you provided works? For the moment I have no idea how to use it.
        Jun 4, 2018
      4. Bannar
        Bannar
        Sure thing. Yeah, I forgotten a bit about you being GUI-user. Unfortunately GUI-based solution would not be as elegant, that's I decided to go with vJass for now. After todays work, I'll upload test map, probably update my TreeRevival (pure Jass snippet in Spell section) with this one.
        Jun 5, 2018
    6. Dark-Zalor
      Dark-Zalor
      hello man
      I've unistalled my french version of Warcraft 3 an I installed the english version 1.29.2.92
      I used your addresses.xml and it still don't work I goft a compile error
      1. View previous comments...
      2. Dark-Zalor
        Dark-Zalor
        No problem man you're helping me it's really cool
        May 8, 2018
      3. Bannar
        Bannar
        Waiting for you in chat.
        May 8, 2018
      4. Dark-Zalor
        Dark-Zalor
        I'm connected
        May 8, 2018
    7. IcemanBo
      IcemanBo
    8. Kyrbi0
    9. SeedinAethyr
      SeedinAethyr
      Happy birthday!
    10. Astaroth Zion
      Astaroth Zion
    11. stan0033
      stan0033
      just in function TR_recycleTimer, line 61 - 69. I removed 'else' and 'endif'.
    12. stan0033
      stan0033
      Hello! I used your treeRevival system and when I imported it in my map there came an error unexpected:elseif, so I had to remove "else" and "endif". I use JNGP 2.0.X. It didn't affect the system. Is this normal?
    13. TheJackal47
      TheJackal47
      Thank you. My apologies for writing back after more than a month. Had exams and other stuff in my university. Thanks a lot again.
    14. Wareditor
      Wareditor
      Okay, Thank you for your reply.
    15. Wareditor
      Wareditor
      Hey ! I am using your Weather vJass snippet. You said you could implement sound effect to it. Are you going to do it or are you too occupied to do that ? Just want to know if I should wait or just modify it myself (for my use only of course).
    16. Legal_Ease
      Legal_Ease
      [table]I was planning on using it in a Dota style map, where it would be unlikely that there were more than 100 units. Also, in a 1v1 melee setting it would be unlikely to get up to 100 units on the map at once.

      I changed the periodic to .07 and it still looks good and runs much better. I played 1v1 against the computer and it was doing well, until the end when I was attacking the enemies base and it lagged out.

      So let me make sure I understand what you are saying. I should not run checks for the type of unit in the loop but should store that separately indexing the value of height, offset, length of bar, etc. Then I should not calculate color inside the loop but use an outside table. Something like string(hp_color[(percentage of hp_unit's life)])? Basically anything that can be calculated and stored outside the loop should be and the loop should be as simple as possible?

      Is there anyway around the 100 FloatTxt limit? I've googled it and the answer seems to be 'no.'

      The GUI unit indexer ... that's the one made by Bribe right? That's a bit advanced for me. I get that it assigned a number to each unit, but beyond that I'm lost looking at it.[/table]
    17. Legal_Ease
      Legal_Ease
      Pastebin.w3x I am still adding final touches, but this seems to work a little better than before. I realized I should be testing it in a small map with no other triggers and the lag practically disappeared. However, I am fairly sure that if it was used in a 4-8 player map it would lag again. Also, I realized there is a limit to floatin' text. This will be a problem.

      HP Units init
      Events
      Time - Elapsed game time is 0.01 seconds
      Conditions
      Actions
      -------- Selects all units already in the map to get HP bars --------
      Set Mana_Group = (Units in (Playable map area))
      Unit Group - Pick every unit in Mana_Group and do (Actions)
      Loop - Actions
      If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
      (Life of (Picked unit)) Greater than or equal to 100.00
      (Owner of (Triggering unit)) Not equal to Neutral Passive
      Then - Actions
      -------- Sets the length of the Bar --------
      Set StateString = llllllllllllllllllllllllllllllllllllllllllllllllllllllllll
      Set HP_int = (HP_int + 1)
      -------- sets an index number for each of the units --------
      Set HP_Unit[HP_int] = (Picked unit)
      Set HPstatus = (((Life of (Picked unit)) / (Max life of (Picked unit))) x (Real((Length of StateString))))
      Set tempp1 = (Position of HP_Unit[HP_int])
      Set tempp2 = (tempp1 offset by 40.00 towards 180.00 degrees)
      Floating Text - Create floating text that reads StateString at tempp2 with Z offset 0.00, using font size 4.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
      Set HP_Text[HP_int] = (Last created floating text)
      Floating Text - Show (Last created floating text) for (All players)
      Custom script: call RemoveLocation(udg_tempp1)
      Custom script: call RemoveLocation(udg_tempp2)
      Trigger - Turn on Loops <gen>
      Else - Actions
      Custom script: call DestroyGroup(udg_Mana_Group)
      Add HP Units
      Events
      Unit - A unit enters (Entire map)
      Unit - A unit Finishes reviving
      Conditions
      Actions
      -------- Sets the length of the Bar --------
      Set StateString = llllllllllllllllllllllllllllllllllllllllllllllllllllllllll
      Set HP_int = (HP_int + 1)
      -------- sets an index number for each of the units --------
      Set HPstatus = (((Life of (Triggering unit)) / (Max life of (Triggering unit))) x (Real((Length of StateString))))
      Set HP_Unit[HP_int] = (Triggering unit)
      Set tempp1 = (Position of HP_Unit[HP_int])
      Set tempp2 = (tempp1 offset by 40.00 towards 180.00 degrees)
      Floating Text - Create floating text that reads StateString at tempp2 with Z offset 0.00, using font size 4.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
      Set HP_Text[HP_int] = (Last created floating text)
      Floating Text - Show (Last created floating text) for (All players)
      Custom script: call RemoveLocation(udg_tempp1)
      Custom script: call RemoveLocation(udg_tempp2)



      The loop is too long now to post in a VM.
    18. Legal_Ease
      Legal_Ease
      Hi Bannar,

      I've been trying to work with your floating text mana bar system you made a long time ago. Did you ever get the bugs out of it? It seems like hashtables have mini leaks and create lag over. I tried to re-create it with indexs and arrays, but even though there are no leaks, it still overloads the system. I did make them change color with health/mana amount and made them disappear when the unit wasn't visible to a player, but I'm still stuck with lag. Any advise?

      -Legal_Ease

      HP loop
      Events
      Time - Every 0.08 seconds of game time
      Conditions
      Actions
      For each (Integer A) from 1 to HP_int, do (Actions)
      Loop - Actions
      If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
      (HP_Unit[(Integer A)] is alive) Equal to True
      Then - Actions
      If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
      (HP_Unit[(Integer A)] is A structure) Equal to True
      Then - Actions
      Set StateString = llllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllll
      Else - Actions
      If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
      (HP_Unit[(Integer A)] is A peon-type unit) Not equal to True
      Then - Actions
      Set StateString = llllllllllllllllllllllllllllllllllllllllllllllllllllllllll
      Else - Actions
      Set StateString = llllllllllllllllllllllllllllll
      Set tempp1 = (Position of HP_Unit[(Integer A)])
      Set tempp2 = (tempp1 offset by 80.00 towards 180.00 degrees)
      Floating Text - Change the position of HP_Text[(Integer A)] to tempp2 with Z offset 200.00
      Custom script: call RemoveLocation(udg_tempp1)
      Custom script: call RemoveLocation(udg_tempp2)
      Set HPstatus = (((Life of HP_Unit[(Integer A)]) / (Max life of HP_Unit[(Integer A)])) x (Real((Length of StateString))))
      Set HP_Bar_Color[(Integer A)] = (String((99 - (Integer(((Percentage life of HP_Unit[(Integer A)]) - 11.00))))))
      Floating Text - Change text of HP_Text[(Integer A)] to ((((|c00 + (HP_Bar_Color[(Integer A)] + ((String((Integer(((Percentage life of HP_Unit[(Integer A)]) - 1.00))))) + 00))) + (Substring(StateString, 1, (Integer(ManaStatus))))) + |r) + ((|c00000000 + (Substring(StateString, (Integer((HPstatus + 1.00))), (Length using font size 4.00
      For each (Integer B) from 1 to 4, do (Actions)
      Loop - Actions
      If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
      (HP_Unit[(Integer A)] is visible to (Player((Integer B)))) Equal to True
      Then - Actions
      Set Mana_PlayerB = (Player((Integer B)))
      Set Mana_PlayerGroup = (Player group(Mana_PlayerB))
      Floating Text - Show HP_Text[(Integer A)] for Mana_PlayerGroup
      Custom script: call DestroyForce(udg_Mana_PlayerGroup)
      Else - Actions
      Set Mana_PlayerB = (Player((Integer B)))
      Set Mana_PlayerGroup = (Player group(Mana_PlayerB))
      Floating Text - Hide HP_Text[(Integer A)] for Mana_PlayerGroup
      Custom script: call DestroyForce(udg_Mana_PlayerGroup)
      Else - Actions
      Floating Text - Destroy HP_Text[(Integer A)]
    19. edo494
    20. IcemanBo
      IcemanBo
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  • About

    Gender:
    Male
    Birthday:
    Sep 4, 1991 (Age: 26)
    Location:
    Poland
    WarCraft 3 Account:
    Fire.inferno/B4nnar
    WarCraft 3 Realm:
    Northrend (Europe)
    Favourite Race:
    Undead
    Favorite Organization/Clan:
    Argent Dawn
    StarCraft II Account:
    B4nnar

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