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Magtheridon96

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  • Hello Magtheridon
    Got a problem with this spell. When the map starts, It shows the "init" string but not the "init34" string. Also the spell has absolutely no effect. Is there a problem with the onInit method? (The "RegisterSpellEffectResponse" function is from the SpellEvent library by Anitarf)

    Here's the map link : Link
    (Sorry it's a bit too large. It's for the TechTree contest.)
    Ok.. I have tested this shit out. It works this way: 1. module initializer gays, 2. struct onInits - following requirement order on initialization( actually bribe's ASCII does not need to be module initialized because they all take arguments so can't be called with ExecuteFunc, and yes, modules add their names: s__Ascii__Inits_Ascii__Init__onInit and without module: s__Ascii__Inits_onInit , yeah, modules fully performace optimal, vjass winwin. ), and at last position: my beloved initializers :< ofc following requirement order.
    Damn, we need a new vJass compiler which does not make shitty long names, handles initialing stuff normally, not like current one, this is gay right now. EtcEtc.. make static ifs affect libraries, or make initializer optional XYFunc, and also static endif and static else if to not mess with normal code. Also make globals static if-deleteable, LUA compile before others so LUA can be used to generate scripts awesomely.
    I have another question, but one vm is not enough :p So, I have read this and I read several peni?es and other d?cks especially with initializations. Actually if you require a library, that will be on a higher priority at initialization and should initialize before call( this may affect structs inside libraries as well ). If you don't require it you ficked it anyways, cause you can't call it, or positioned upper by default. Ofc you still can use ExecuteFunc, but thats a basic thing to require a library that you use. IMO. Triggers initialize after libraries, as well as scopes. So WTF is the purpose of the module shit? Cause if it screws the initialization stuff then f?ck all vJasser who uses that shit. Anyways I will never use that, I stick with initializers, however they have a bad point.
    Maght how is that possible when I take a struct type, lets say struct Quest and I am trying to check if that is actually existing if LoadInteger( Quest.QT , .Quest_variable , 0 ) != 0 /* or maybe use have stored integer */ and .Quest_variable > 0 and .Quest_variable < 10000 then I get gai syntax error that this special type Quest fuck cannot be compared with integer and I get this unless I have Quest struct variable not as a type of Quest. Of course Quest shit is extended with array stuff. But I was making other struct, clalled Objective, I took variables in type Objective, doing similar comparsions like at Quest-s, pressed save, and I was shocked that it will give damn errors and I have to change stuffz, but it didn't give any error. I was like WTF. So is there any way to prevent it throw up errorz for Quests? Right now I can't provide you codes.
    You're a Muslim then, right? Hope you survive the upcoming struggles between your country and Israel.
    I couldn't help but notice this:

    ----------
    4. Finish SDL Game Engine (C++)
    ----------
    How long have you been working on it? And with who?
    Just curious, i always wanted to start working on one but never really got time.
    Galaxy is the only langauge and the only language you need. Unlike JASS for WarCraft III, Galaxy does not need preprocessors to give you full control.
    Btw is there a reverse process?
    Getting string from hash?
    Like IntegerHash(string)?

    Or do i have to manually save the value for conversion?

    function IntegerToString takes integer stringhash returns string
    return LoadStr(Hashtable, stringhash, 0)
    endfunction
    I was asking if there is something awesome update. Otherwise I will leave old in my system :p
    Maght.. Is there any major change in your SoundTools stuff? Cause no post that you updated it, no update log, or any sign of edit, just that it is 3.0.0.0 .__.

    Anyways.. A "Version" library would be cool. Which you can define libraries version and set compatibility stuff, and then check if compatible version is available. I think I will make it :>
    Heya, could you take a look at ASCII resource by bribe?
    I think it's not working properly but i am not sure.

    See the last post i made there to see what i mean.
    I made this site when I was 15, but at the time I had not made any custom for it because I didn't know how. I also only knew triggers. So I think you're ahead of me. You're good at this stuff.
    Funny.. I couldn't get in your chat. It throws that "You can't access the chat." Also your sound utils is now updated? :/
    Hi Magtheridon
    I've updated my spell with most of your tips. Thanks!
    But there are a few things I don't understand:
    - Why not set unit's speed myself? Anyway those system do it, too.
    - Why a table or hashtable? Groups are slow or something?
    - About the UNIT_MAX_SPEED, there is a misunderstanding. I set it to MAX, if it exceeds the max value or else I just give the normal bonus. What's wrong with that?

    Here's the link: Hunter's Instinct

    I can't wait to see the re-review.
    Thanks in advance.
    I love myself as well :>

    Edit: urr, durr, tiny mistake on the second function :>

    Forgot -1

    Edit (AGAIN :O): I would recommend initializing the buffer outside of the function though, and reuse it for maximum powahz (and reading backwards of course :>).

    Making the function look like this (+inline of course):

    __inline void toBinary(unsigned value, char* buf) {
    do *buf++ = '0' + (value&1);
    while (value>>=1);
    }
    Urrr, I don't think that should actually work. It will miss the left-most bit.

    This is bettur:


    char* toBinary(unsigned value) {
    char* c = (char*) malloc(sizeof(value)*CHAR_BIT), *p = c;
    do {
    *p++ = '0' + (value&1);
    } while (value>>=1);
    return c;
    }
    Note that the returned string is backwards. Same with your function :>

    That can be solved like so:


    char* toBinary(unsigned value) {
    char* c = (char*) malloc(sizeof(value)*CHAR_BIT), *p = c;
    p+=sizeof(value)*CHAR_BIT-1;
    do {
    *p-- = '0' + (value&1);
    } while (value>>=1);
    return c;
    }
    Edit: Btw, do note that it will only return as many bits as necessary. To counter that, initialize the string to 000000000*

    <span style="font-size: 9px">*Obviously as many 0's as you need. It's preferable if it still returns as few bits as necessary, like 8, 16, 24 or 32 etc.</span>
    Well.. It would need for my Quest system for even more maximality. When player clicks a unit which has quest(s) to give it is checked if hero is in the range. Then appears a dialog with quests, and I wanted to check if hero is going out of talk-range. When dialogs closed or hero went out of range the OutOfRange event would be thrown/destroyed/unallocated/whatever, since not needed anymore. But I am lazy to do stuff :>
    Lol so you saw that? What had happened was i planned on doing that trigger, for it to do that, then i forgot about it, and then i forgot to remove that from the tool tip, so now its too late... When i put that on spell resources ill fix it haha.
    I'm gonna get going for a wedding here and have supper at like seven and then get back to my place by ten thirty.
    Oh and Destruction of Azeroth is gonna be put on hold for a long time, and I wanting to do some mini campaigns in which they tell stories about a few heroes I made up in the Warcraft World and some other things as well.
    I'm hoping for Warcraft IV sometime in the future!
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