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FUJI
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  • Hanky's dynamic indexing < Indexed Array < Linked List

    So Linked List is the best
    That's not efficient. I suggest not to try it (and don't let the maker of that indexing method know this xD)
    Yeah, anytime they can always give you rep... :)
    But they can't see the recent rep you got, only you can see it through your User Control Panel, no longer on the bottom of your profile...
    Oh, in that case it is just to use the same timer for everything. In your case, you would have two stages. When the spell is cast, save the stage # under the unit (either a hashtable (if you are using hashtables) or an integer array (indexing)). It will be 1 at first. In the periodic trigger, you then will just check the stage to see what to do. Load the number for that spell instance, and if it is 1 you will just do the missile movement. Once the missile reaches the point, you won't deallocate the instance (yet). If you are using a hashtable, don't remove the unit from the group at that point. Instead, just increase the stage by 1 (to stage 2). Save all the data you need to do the knockback (and you can clear the data you don't need, or just leave it until the end of the spell, it doesn't matter)

    Thus, you'll have a separate if-then-else. If the stage is 1, you'll do all the missile movement. If it is stage 2, you'll do the knockback actions. Once that part is over, you'll deallocate. Here is some pseudocode:
    Events
    Time - Every 0.03 seconds
    Conditions
    Actions
    For each (SomeInteger) from 1 to MaxIndex do (Actions)
    Loop - Actions
    If (Stage[SomeInteger] equals 1) then do
    Do missile stuff
    If (distance is less than 100) then
    Set Stage[SomeInteger] = Stage[SomeInteger] + 1
    Else
    If (Stage[SomeInteger] Equals 2) then
    Do knockbacks
    If (knockback is finished) then
    Set SomeValue[SomeInteger] = SomeValue[MaxIndex]
    Set SomeValue2[etc...]
    Set SomeInteger = SomeInteger - 1

    That is just pseudocode (not real code) and is lacking a lot of things to make it a proper spell. It just shows the structure. Hopefully that will help.
    I'm not quite sure what you mean by spell stages, but there are many ways to approach them.

    A lot of people will consolidate things into separate systems. For example, the vJASS method would be to have a struct to handle the missile, and then on its hit, you would call a different struct to handle the knockback. You might be able to do something similar by using a system to handle the knockback. Otherwise, you will deal with it in a very similar way, but you will have to use separate variables or separate hashtable savings or w/e. To do it, you have to treat the knockback pretty much as a separate spell.
    Yeah, locals work in GUI. You just have to make sure you declare them at the top of your function (in the "actions"). If you need to use the locals in a GUI function, there is a method known as shadowing that will allow you to do that. I think deathismyfriend's tutorial has info about it if you want to read up on it.
    not totally make them, i mean the picture in the background is from the internet but the whole else is from me :)
    could you make a sample trigger for me showing how i can add hotkeys in dialouge..

    i tried it using vJASS in custom script but the "return" always pop up and i dont know what to do.. so can you do it for me?..

    Also... v2.2a is out!..
    hey dude :D
    I'm working on that spell, it's something special!
    I'll upload it tomorrow! I'm sure you will change your rate :D I mean greatly! (5)
    see ya bro
    Yo jake, thanks for the explanation. Good luck to whatever you'll be doing and don't forget to come back, me and Malhorn will be waiting for your return!
    SEE YOU DUDE :D !
    Have a good time ;)
    Hope you'll be back for your birthday :3 !
    Well what's more to say -> Bye !
    simply amazing :) thx , before you inactive for some time,
    pls try my finished map as beta tester ^^ , ill send u the link as soon as it finished hehe
    If you need something to say then post it to VM/PM ^^. I'll be back after 2 or 3 months. Bye ^^
    That's weird. Did you initialize the hashtable? Do the debug messages display?
    Below this line you should try writing this:
    Set Temp_HandleEffects = (Load 5 of Temp_ID in Temp_Hashtable)
    Custom script: if udg_Temp_HandleEffects == null then
    Custom script: call BJDebugMsg("NULL")
    Custom script: else
    Custom script: call BJDebugMsg("Not null")
    Custom script: endif
    It may determine if the loaded effect is null. Also, which effect are you using?
    ----------
    When the spell rapidly cast and the picked target of the souls is dead... the souls is stay there and after 4 or 5 seconds the game freezes. I hope you can fix the problem =)
    ----------
    I hope you can read all my comments on the spell page.

    Also, what do you meant by "the soul is stay there" ?

    I spammed the spell like 100 times and all the soul is removed upon the last soul's duration ends.
    i don't really see the order of the loop, but check if you do not clear the childs before destroying the effect, if that's not the case, i forfeit, (i once tried saving an effect in hashtable and then destroy it, it went right back then)
    i think this should be the solution:
    Special Effect - Create a special effect attached to the weapon of Temp_Caster using Abilities\Weapons\FaerieDragonMissile\FaerieDragonMissile.mdl
    Hashtable - Save Handle Of (Last created special effect) as 5 of Temp_ID in Temp_Hashtable
    Haha yes, while it success to hok the target, itsinterrupt their target action, will cancel channeling and so,
    I guess thts all, about the dmg, I will think about it later.... and leave it to my beta tester opinion
    Thx a lot, umm yes its more likely similar to that, emmm anyway thts okay :) I will use ur code.... and no prob ill jst take the map whenthe 4 is complete
    Thx anyway for helping this much :)
    Thx... and about sonic wave? Is it clear?

    Hmm bro do you play dota? If yes or no, could u try to search for meat hook skill? Its kind of similar to that
    Wait what!?
    I was looking for this but the NewGenWE didn't show them to me :/
    And hell why r u inactive ://
    i'm updating my chidori spell in a significant manner (converting it from GUI to JASS)...
    using Indexed Array...
    nah, i just found it when i'm looking his profile cuz he has helped me... :)
    it's your resource -_- do what ever you want...
    yes.. the problem of the sfx was at last fixed.. the spells works great!..

    BTW Thanks on coding the spell for me..

    Now i am focusing on heroes..
    ----------
    Anyway PurgeandFire I have one quick question about destroying groups: If I didn't store the group into the variable then is set bj_wantDestroyGroup = true will work even when I didn't store it into the variable group?
    ----------
    You will fully understand that "set bj_wantDestroyGroup = true" if you has learn JASS... ^^
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