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Magtheridon96

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  • You don't realize that couldn't be faster.
    Or i could use X simple not array variables, one for each player, but then you won't be able to take an argument, and have to use X functions instead.
    Plus, it cuts off the verbosity and still faster than the usual alternative :

    if GetLocalPlayer()/playerGlobalVariable == Player(X)/playerGlobalArrayVariable[X]

    I still could add 12 functions and 12 globals not array, but it seems way too much overkill ...

    IsForPlayer0, IsForPlayer1, ...

    EDIT : And if you talk about the methods, it's because you might want more than one custom "force", now if you are that speedfreak, go inline it and use a global not array variable, but that's quite pointless and you know it.
    However, as said i'm not sure it's worth a requirement, maybe we should always inline it or use it for personal stuff.
    See, i've added a boolean array variable and 2 functions in a desesperate attempt to make it useful :p
    Ok, so let's put all the shame on me, i will be the nasty guy who will leave the concept and leave you alone without any challenger :p
    I think i'm done with wc3.
    This legendray fight takes way too much time to begin.
    I had free time for weeks, but no really more now.
    Plus anyway, even if i would beat you, i would lose just after, coz except coding i'm really bad in all other wc3 modding things.
    ok, I will add it to my spell and post it after the modification so you look at it, if you have a time of course coz I don't want to distract you from your study :)

    One last this, should I post it here or in a thread ?. (I have created a thread in the triggers and scripts forum)
    Nope, the HP bars are made of 3 units:
    -Border+Level
    -HP
    -Resource (usually mana, but the map has some custom resource based heroes as well).

    The new version will be released pretty soon (I'd like to do some tests, and I'm waiting for my friend who has exams at present to finish editing my tooltips for the new hero). It'll contain a small fix to the HP bar, because the level text has a very small border thus making it hard to read.

    Well, the multiboard - I usually leave it minimized all day long since it barely contains anything useful, the battlefield is way more important. I was thinking of leaving it minimized/maximized so that it'll be the same after switching back.
    If I were rude I'd tell you that sorry but I don't have time to check it out, since I'm busy and have to work on my hero arena but... but I'm not rude.

    Well, Deadmau5; I haven't followed him recently, but he always comes up with some unique shit. This one (the original Sometimes Things Get Complicated, I mean) is no exception.
    It doesn't work, I tested it and it still has the same op limit. Maybe you didn't wait long enough (because unit creation will cause a lot of lag you know)
    Thanks for the rep man... ^_^
    BTW man you help me with this...
    Demolish
    Events
    Unit - A unit Begins casting an ability
    Conditions
    (Ability being cast) Equal to Demolish
    Actions
    Unit - Remove (Triggering unit) from the game
    Unit - Kill (Casting unit)

    It wont work if the ability is casted.... Please help..
    Alright, but If I put those 2 loops into one trigger. Could I remove the: Skip remaining actions from Projetile's loop? (When the trigger is about to recycle).
    Hey I fixed that retarded shit. So right now I have 2 more or less big scripts that require optimization (Can wait, it works and I don't care anymore).

    Any progress with Item Bonuses?
    I will start making items later today and I should finish with them until end of this week (110 different items).

    And that will close this version. I will make progress thread after items so it would be nice to test your system this weekend :)
    I will run some tests, that sounds pretty AWESOME, especially for Nestharus' BigInt!
    So buddy may I ask for your thoughts?

    Just tell me if you're not interested in my map and I'll leave you alone.
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