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Pinzu
Last Activity:
Aug 20, 2018 at 8:34 AM
Joined:
Nov 30, 2007
Messages:
994
Albums:
1
Gender:
Male
Birthday:
July 31
Location:
Sweden

Pinzu

User, Male, from Sweden

Pinzu was last seen:
Viewing thread TableArray and timers need help, Aug 20, 2018 at 8:34 AM
    1. MyPad
      MyPad
      Greetings, Pinzu. I would like to request your permission to upload some of my footage using your Unit Naming System. :)
      1. Pinzu
        Pinzu
        Go right ahead, I'm only glad if it came to use, though I demand to see it! D:

        Hehe, not like this, not like this... ^^
        Aug 17, 2018 at 10:26 AM
    2. SeedinAethyr
      SeedinAethyr
      Happy birthday!
      1. Pinzu
        Pinzu
        Thanks, twice in a row. You must be a bot!
        Jul 31, 2018
      2. SeedinAethyr
        SeedinAethyr
        You're welcome! beep boop
        Jul 31, 2018
    3. SeedinAethyr
      SeedinAethyr
      Happy birthday!
    4. UmbraUnda
      UmbraUnda
      Yo I had issues getting your farm land generator working. Also I'd like to expand on that system via spawning destructible crops. This would tie in perfectly with a custom resource system based off of destructibles that is being developed for my map. Or if you can just help me get that system working, I'd really appreciate it + map credits.

      And did you get that wall system working? I managed to implement the original construction/wall system from massivemaster's map onto my new medieval map.
      However, I'm having some trouble with built ladders and the ladder carrier's ability - are you well versed with that map's triggers and possibly know how to fix it?
      Or I can send you the map and you can do some troubleshooting if you're generous enough to help me. Its cool if you're busy or not interested, peace.
      1. Pinzu
        Pinzu
        Can't do anything warcraft related until middle of june. As for the castle map, the reason I made it from scratch was beacue I wasn't well versed. ^^

        Out of curiosity I could look at what you've made, but not sure I would touch anything.
        May 21, 2017
      2. UmbraUnda
        UmbraUnda
        Aw alright - perfect timing tho, thats right after my vacation.
        Maybe we can work on something later in June
        May 21, 2017
    5. UmbraUnda
      UmbraUnda
    6. UmbraUnda
      UmbraUnda
      Yo! So glad you're finishing the project. I also recently began finishing my project since I have so much free time these Holidays. Soon, I'll post all my work in the Map Development forum.

      Unfortunately - I can't find the files. Do you remember what they were called? I'm sure they're somewhere in my downloads folder...
    7. IcemanBo
      IcemanBo
      No, seriously, the password does not work. ;S
      1. View previous comments...
      2. Pinzu
        Pinzu
        But that's the account I used to join "null", not sure what you are talking about if not that account?
        Jun 22, 2016
      3. IcemanBo
        IcemanBo
        You also made an account named "null" or not?
        Jun 22, 2016
      4. Pinzu
        Pinzu
        no? :p
        Jun 22, 2016
    8. Mr.Pockets00000
    9. Mr.Pockets00000
    10. Fingolfin
      Fingolfin
      If you should be up for a game of WD, i am hosting it right now. You can find the game name at MMH.
    11. Fingolfin
      Fingolfin
      Yes, i have a system which is really neat! Basically, it is an array struct where the player index is the struct ID. Whenever i add buttons to the dialog, i also attach a button ID to it, which i have saved as constants (for instance BTN_YES = 15, BTN_NO = 16, etc). I also have a method for registering triggers to button IDs by saving them in a hashtable using the ID as key. Whenever a button is pressed, it attempts to load a trigger from the hashtable using the button ID and execute it. It also stores important data such as the triggering player etc. It's a bit hard to explain, but you can have a look at the system here. It's a bit hackmeat since i've been adding stuff bit by bit, but it works fine in my map.
    12. Fingolfin
      Fingolfin
      Yeah, i fixed the debts (at least i think so). I also increased the interval at which the sunken city spawns, you can check out my WIP changelog here. The AI is disabled for multiplayer, or are you talking about single player?
    13. Fingolfin
      Fingolfin
      Wow Pinzu, you're actually right! There was a misplaced line for when you upgrade wealth on a capped city which causes a desync. Nice catch! I will upload a new version ASAP with this fixed. Keep looking for sources of desync!
    14. Fingolfin
      Fingolfin
      Yes, sorry i could not respond - just use an agent to throw a viral canister, or use the canister ability of the artillery. Note that you can infect your own units aswell, and sacrifice them to make the infection take hold.
    15. StoPCampinGn00b
      StoPCampinGn00b
      Huzzah! We're playing World Domination on battle.net at the moment. Well, the battle.net lobby.
    16. Bribe
      Bribe
      The main problem was that you were trying to initialize structs from the globals block, whose initializers needed to be moved to the onInit method.


      library BuildingLib uses Table
      struct BT // Building Type
      Table taOrder //= Table.create()
      Table taIndex //= Table.create()
      //TableArray ta = TableArray = TableArray[0x2000]

      private static method onInit takes nothing returns nothing
      set taOrder = Table.create()
      set taIndex = Table.create()
      endmethod

      //static hashtable hash = InitHashtable()

      static integer count = 1

      static method create takes integer id, string order, integer limit_1, integer limit_2, integer limit_3 returns BT
      local thistype b = .allocate()
      set BT.taOrder[String2OrderIdBJ(order)] = BT.count
      set BT.taIndex[id] = BT.count
      //call SaveInteger(BT.hash, String2OrderIdBJ(order), 0, BT.count)
      //call SaveInteger(BT.hash, id, 1, BT.count)
      set BT.count = BT.count + 1
      return b
      endmethod

      static method getBuildingIndexByOrder takes integer order returns integer
      return BT.taOrder[order]
      //return LoadInteger(BT.hash, order, 0)
      endmethod

      static method getBuildingIndexByType takes integer uid returns integer
      return BT.taIndex[uid]
      //return LoadInteger(BT.hash, uid, 1)
      endmethod

      static method getBuildingIndexByUnit takes unit u returns integer
      return BT.taIndex[GetUnitTypeId(u)]
      //return LoadInteger(BT.hash, GetUnitTypeId(u), 1)
      endmethod
      endstruct
      endlibrary
    17. Fingolfin
      Fingolfin
      Alright, i will look into that.
    18. Fingolfin
      Fingolfin
      The dialog should dissapear after one minute. Sometimes, players can quit while the dialog is up, so then you might have to wait for it to time out.
    19. Almia
      Almia
      nope , sorry :)
    20. edo494
      edo494
      I would keep both if you have, or struct if you dont have functions, because some people dont like how struct access looks like, and some people dont like to call functions
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  • About

    Gender:
    Male
    Birthday:
    July 31
    Location:
    Sweden
    WarCraft 3 Account:
    tag0
    WarCraft 3 Realm:
    US East
    Favourite Race:
    Orc
    Favorite Organization/Clan:
    Bloodhoof
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