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Last Activity:
Jan 27, 2016
Jun 20, 2011


Beware the Ides of March

Dirac was last seen:
Jan 27, 2016
    1. Flux
      How's the delta function?
    2. Bribe
      In response to your post in the "RegisterAnyUnitEvent" thread, the condition does not need to return true, because this will run just fine and print "Hello\nWorld":

      trigger t = CreateTrigger();
      TriggerAddCondition(t, Filter(function ()->boolean
      return false;
      TriggerAddCondition(t, Filter(function ()->boolean
      return false;

      The only time when the trigger's return value matters is where triggeractions are concerned or when you need the return value of TriggerEvaluate.
    3. Bribe
      Well when you normally reference "data.member" it compiles to "member[data]", but when you use delegates it turns into "member[delegate[data]]" thereby adding an array lookup.

      Honestly, you'd be better off extending a struct.
    4. Magtheridon96
      I removed the slide system ;P
      I implemented it a very long time ago before I knew using interfaces and shit like that creates a lot of script.
      I had many spells that used structs extending the slide struct =P

      I replaced it with a simple knockback system that I wrote myself ^.^
    5. Troll-Brain
      No it isn't more intuitive, it doesn't make sense that it actually doesn't keep the relative order but reverse it.
    6. Troll-Brain
      I still don't get why you don't use this method for insertNode, instead of the actual.
    7. Bribe
      What do you need updated? Just adding a RecycleMissileEx that only releases the missile after a period of time?
    8. Bribe
      Dirac think about two targets just shooting at each other, or a battle going on with multiple units. Maybe if you only play DotA where people are kiting all day you might have this idea about targets moving 90% of the time, but that is really a misconception. Targets are very often standing still, and in my experience it's more about 70-80% of the time the target is not moving. I had been playing this game since about 3 months after the release of RoC.

      Some things, like the arc/gravity of a missile, can be precalculated just once, especially for non-homing missiles.

      For colliding missiles, you should have a method named "onCollide" if the user wants it. And instead of calling "onImpact" you would call "onCollide" for people who don't want collision support in their structs you can have a "static if thistype.onCollide.exists" for that entire collision block.
    9. Magtheridon96
      Yeah, I use skype :P
      My username is mohammad.ali.baydoun ^_^
    10. Bribe
      One good advice is to not re-calculate all the values unless the target has moved from its previous spot. Currently you keep re-calculating even if the target is standing still.

      You can also pre-calculate arc and things, without calculating them each time per loop.
    11. Laiev
      Add me on my second skype (because I can't use my normal skype right now >.<)

    12. Magtheridon96
      Nothing much ;p
      Just trying to jailbreak my iPhone :o (Apple still won't accept anything other than American Express cards :/)
    13. Bribe
      I don't have forum settings control, just thread control. That power rests with Rui or Ralle, and none of them have gotten back to me regarding this issue.
    14. Bribe
      I can post new threads, and I don't see why a moderator would have a different permission setting. I will look into it.
    15. Bribe
      It's either that or use the destruction method Nestharus showed you, however the method will pretty much never be called (it is just there for completeness).

      I can just inline the destruction of each individual trigger into that loop and combine it with Nestharus' method. I probably will it's just I haven't gotten to it yet.
    16. Magtheridon96
      That RegisterEnterRectEvent in the Small Code Snippets should it's own resource :D
      You can also add a RegisterLeaveRectEvent :)

      I find it very useful.
    17. Bribe
      No basically I'd either want the one you have or the one I made. I'd call mine LinkedListLite for example.
    18. Bribe
      I wouldn't waste methods like that. Map file size is very important and JASS code adds a lot of it unfortunately (really bad MPQ compression).
    19. Bribe
      I understand the function but I don't understand why something like "clearNode" or the "prev" operator has to be generated when I don't want it. Well that's why I code my own stuff, because you want a modular thing and I want a lightweight thing.

      I recommend you make the "head" member public then. And make all the members public as well. It makes sense because of the way you're treating things, and it will help cut down on the verbosity of the code.
    20. Bribe
      You forgot onInit, and all your method operators. Yes they inline but Vexorian's optimizer doesn't always remove inlined functions which sux.

      Your naming convention is weird. The name "Node" should represent a node within a list, but you use it to represent the list itself.

      Does .flushNode destroy the head node? It looks like it does, because you set .head to false. If it does, its name should be back to the original deleteList.

      In your Advent mockup you don't use .clearNode, so that is one useless method.

      The LinkedList which I wrote would also work great for Advent. Two methods and two method operators, and no unwanted features.

      Your "create" method should define whether it is a node or a list that is being created. Your "destroy" method should also work whether it's a list or whether it's a node. These changes will help you cut back on overhead functions.
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    WarCraft 3 Realm:
    Northrend (Europe)
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    Check out my TD

    Originally Posted by GetTriggerUnit-
    "There should be a section in World Editor designated to Nestharus."
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