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Magtheridon96

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  • ehh I wanted to avoid creating shitty periodic crap myself. This way I don't need the Unitinrange by nes, cause I want to track specified units for specified time.
    I don't care about delay stuff.. Just to be able to register if unit is getting away from unit.
    Maght.. Is there a nice library to register if unit leaves a range without spamming a lot of triggers and events?

    EDIT: Rofl.. Somebody just hacked battlenet xDD Noob Blizzard xD
    Hahahahas hahahas saahahshahashasass

    Edit:

    I can give you a hint :>

    It uses bit-shifting and the bitwise-and operator.
    Yeah I know, but someone told me there was an easy way to find out where bad usage of GetLocalPlayer is in my triggers, because I got many triggers and it will take alot of time to find out where it's going wrong.
    I believe that wasn't you telling me about the trick.
    Hey Magtheridon96.
    I'm not sure but I believe it was you that told me about something that detects desyncing stuff inside my map. Because I tried to host my map online to test stuff and it disconnected all other players at the start.
    I used Vex' map optimizer to protect the map though. Not sure, but it might have to do with that too or is that nonsence?
    It's my first spell uploaded to hive. So I wondered how long does it usually take for a spell to be approved?
    maght.. this is actually a 30000*30000 trollface, but my browser can't display it, hive sucked, I couldn't upload here( it crashed pastebin stuff :< ), so maybe imageshack couldn't handle it as well and messed file up.

    Instead write "please don't. There are many timer systems in existence and they cover everything already. Please consider investing your time and effort on bringing something innovative to the community.".
    Oh, i have another question about the Bribe's one. What's the Event:

    Game - UnitIndexEvent becomes Equal to (1.00/2.00/3.00) means :D
    Thanks
    Indeed, tho when a mouse is hovered over the trackable you don't know the exact struct type (depends on the trackable).
    Thus you calll the onTrack methods of the parent struct.
    Anyhow i guess i could lose the static operator and just use the ugly LoadInteger call instead of it and just use interfaces.

    So far it is working ok calling the interfaces onTrack method, it is firing for both structs independently and there seem to be no conflicts.
    Thanks again. Well so there must be a way to check if the player has researched an upgrade then?
    I am really confused by your sentence:

    ----------
    And all the onTrack methods will fire.
    ----------
    Since i only want 1 method to per trackable, not all of them.
    Check the thread to see what i mean.
    // I still hate the red color thoughNoob, edit your TESH styles... And have beautiful color combinations

    Either i am too dumb to understand what you are saying, or we are talking about separate things.
    Sooo you will be back before the guy that he will come back? that's something :p
    Hello Magtheridon
    More questions as always! Is there a way to limit the production of a particular non-hero unit until your town hall is upgraded? For example I create a dragon, but I can't create anymore until I reach tier 2 or research an upgrade.
    Thanks in advance.
    Well Maggy tomorrow is my last day here for a while. After that my wc3 modding is going to come to a halt again mostly due to school, but I'll still be back here every now and then.
    Im not using tomes, here i copied triggers as text. Elixir of Wisdom
    But however i found what i was looking for, another trigger that had no item condition was giving bonus, my apologizes...
    Please check my thread again, i added the part of the actual code, see if that clears up things about my intention and why i am thinking of using stub methods.
    Hmm mag... I am thinking of changing you to Bernkastel... What ya think? :D /S/He knows to draw things, terrain, make skins, models, etc. But what can I do with a (v)Jasser? :D
    link

    That is the example, if the stub methods are really bad i could always not use the operator and use the interface... even tho it's much cleaner when writing the code using the operator.

    The example code is almost identical to the situation i have going, but if you need the complete source, i will send you the map file since it is in chunks.
    Could i interest you in helping me out on a system i am writing?
    I assure you it's quite neat :p
    Mostly efficency and idea brainstorming issues tho, i want some insight so i don't have to go back later on and rewrite a ton of stuff.


    Inform me if you are interested and have time to skim through code every once in a while.
    Regards.

    Edit:

    If you could answer me the best solution for the following issue:
    I need several structs which have several identical fields.
    Now i had used interface in the start but alas i found out static methods and operators are a no go with interfaces.

    So i converted the interface into a struct, made the previously mentioned structs extend that struct and made the methods of the interface stub methods.
    Is this a good way to handle the situation?
    here is an example of what i am saying.
    I'll come lurking here with my disappointment, I might even hit you with it if I get angry.
    So do you have any suggestions on blessed hammers?
    If you haven't looked over the code thoroughly then take your time :p
    If not could you approve it >:D
    "It would stilll be using hashtables :p"

    Hmm, I just came to realise that Bribe's SpellEffectEvent uses a Table. I thought it was using the rawcode minus a number method (yea, call me stupid for not knowing its name) that I've seen in another resource. THAT method is definitely faster than using hashtables.
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