Recent content by Xonok

  1. Xonok

    [Solved] Libraries and Systems

    These ones tend to be very small. I write stuff like that myself. Dummy basically just handles dummy units, which is useful because if you remove too many units the game starts to lag. Better dummy systems can give you more, but that's the basic functionality. This specific one for example can...
  2. Xonok

    [Solved] Libraries and Systems

    Memory hack is too complicated for me. It basically works by changing memory directly. Cooldown system seems to work like I described. It's the only good way, so not very surprising.
  3. Xonok

    morph passive ability

    Chaos can be buggy, but reverse bearform isn't. Reverse bear form just means making a bear form ability, but setting alternative form to the unit you want to morph FROM and normal form to what you want to morph TO. Then add and remove the ability. Unit gets turned "back" into a different unit...
  4. Xonok

    [Solved] Libraries and Systems

    For cooldowns, there are a couple techniques. They do require spamming abilities, but you can minimize the impact. Basically, when the spell is cast you can still change the level of the spell. If you change it to a level that has a different cooldown, it will use that. Since this would result...
  5. Xonok

    Help making a player unable to issue an order

    Apparently even with movement type none, it can still move. Try giving it the root ability that ancients have. That takes away the ability to move, but has a toggle for whether the unit should turn when attacking.
  6. Xonok

    Can the latest version work with JNGP? If so, I wouldn't mind. Overall I'm staying on 1.26.

    Can the latest version work with JNGP? If so, I wouldn't mind. Overall I'm staying on 1.26.
  7. Xonok

    The one that came with jngp 5d or 5e. I ended up merging those editors at some point, so...

    The one that came with jngp 5d or 5e. I ended up merging those editors at some point, so could've been either one. It says version 0.7 and looking at the changelog files, the last update was to Horus. I've been using this one simply because that's the one I've had for a long time and haven't had...
  8. Xonok

    Since I'm using the old version, I don't seem to have that database. The one I do have is for...

    Since I'm using the old version, I don't seem to have that database. The one I do have is for functions and constants, but doesn't contain keywords. Were the keywords hardcoded in that version?
  9. Xonok

    Can I also add keywords with this?

    Can I also add keywords with this?
  10. Xonok

    Hey, since you took over TESH, I'll ask you. Both on the old and new version, there seems to be...

    Hey, since you took over TESH, I'll ask you. Both on the old and new version, there seems to be a way to add custom keywords and functions and stuff. However, I can't find any documentation about how exactly. All that I know is that it requires some kind of text files in the includes folder.
  11. Xonok

    Physical Damage Detection for GUI v1.3.0.0

    Hidden through triggers in my case. I think wind walk and other such abilities don't have that specific bug.
  12. Xonok

    Pathing - Everything about it

    Invisible platforms in editor don't seem to work like that for me. Also, for me they have blue pathing.
  13. Xonok

    [vJASS] [System] Physical Damage Detection

    At this point I'll just write my own, actually. It'll be fun. I've come to think of wc3 as practice for real programming, so very little ends up mattering except self-improvement. Thanks though. I'm sure your DDS works well, just like your GUI unit indexer that I've still not stopped using...
  14. Xonok

    Physical Damage Detection for GUI v1.3.0.0

    @polarbearguy Just a heads up. "Damage detection randomly breaking" sounds exactly like the bug I found: [vJASS] - [System] Physical Damage Detection Once lfh posts a fix, you can see if updating helps you. If you're impatient, you can try this simple checklist: *Are the bugged ever units...
  15. Xonok

    Pathing - Everything about it

    Unless you've tested this, I think you're wrong. Here's why: The normal pathing map doesn't actually show whether something is water-pathable. Water is a separate pathing map - blue just means unbuildable, which water typically is. You can easily see that this is true by placing any rocky tile -...
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