Hi there. I was curious how performance-heavy (or not) is your Polygon system? I'm thinking of using it in a 'guard post' system I'm pondering on coding and I'm trying to find the best, most flexible way to do it. If Polygon is not performance-intensive, then using it would allow users to create all sorts of shapes for units to guard.
Hey, Flux. This may sound stupid but I'm just wondering. Did you make the Sight System yourself? The one from your wip in Mini-Mapping Contest. Because I would like to use it if it's available to public.
Yow, Flux. Do you mind if I ask you a question instead regarding this system https://www.hiveworkshop.com/threads/vjass-system-missile.163438/? The author seems to be inactive. Is it possible to use the system in GUI, instead of writing the trigger in a script? I mean, If I were to create a trigger in GUI, can I still use the system's functions? Not really good at understanding vjas though.
Senior Flux, did you want to change something in your buff system? Iirc I talked about it in chat with you some 1-2 months ago, or maybe it was an other system - I don't remember well. Anyhow I think the concept and structure looks good, so.. was there something? : )
The standard "not enough mana" button effect is nothing more than a 75% reduction to the Red and Green channels. The result may have a component noise compared with the real effect of up to 1 due to differences in rounding however this should be near indiscernible to a human.
"Anyways, I never understood why you've stick to GUI. Is it because more people use it?"
Whenever I use vJASS, I always have to google or bug someone in chat what some natives / functions do. Some of the native / function names aren't straight forward like GetSpellAbilityId(). In GUI, I never really have to worry about it