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FUJI
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  • set tab = HandleTable.create()
    Put this on the initializer.

    Don't destroy the table until you want to never use the trig again.
    Table By Vexorian can be used like this :
    globals
    private HandleTable tab //A handle tab can store with handle key.
    //There is Table that store with integer too.
    endglobals

    To create it : tab = HandleTable.create()

    To store value : set tab[handle] = this

    To load value : set this = tab[handle]

    To flush this : call tab.flush(handle)

    To destroy this : call tab.destroy()
    //Create it:
    local Table a = Table.create()

    //Use it:
    local boolean b = a.has(69)
    set a[654321] = 'A'
    set a[54321] = 'B'
    set a.unit[12345] = GetTriggerUnit()
    set a.unit[GetHandleId(a.unit[12345])] = GetSpellTargetUnit()
    set a.real['ABCD'] = 3.14159

    //Flush/destroy it:
    call a.destroy()

    //Or, only flush it:
    call a.flush()

    To keep it simple to create one it is Table = Table.create()

    To load a value :
    set a = Table.type[key]

    To set a value :
    set Table.type[key]

    To see if a value is tored:
    Table.has(key)

    To flush :
    call Table.flush()

    To destroy the table :
    call Table.destroy()
    I don't like Table by Bribe xD!
    Let me show the code I'll tell you.
    (You can use the Table library by Vexorian ^^' less verbose even if you can store only integers/structs).
    Okay :)
    By the way, remember this each time you make a spell:
    "The number doesn't count as much as the quality"
    Having 13+ spells is one thing, having 4 excellent spells and a perfect system is something else
    I'm comparing you and me, when i first saw the screenshot of the Erruption, i said thought it is really good (eye-candy)
    When i tested it, i realized it was like a spam of effects, nothing else or more, i even didn't realize there was an immolation because the effects hidden it, until i sqw the code
    You are making every consecutive spell directly well coded, so why not focus a little more on the quality of the effects next time ;)
    I think someone will take it don't worry ;)
    Anyway good job.
    Me too I hate spell packs but in vJASS people want only spell packs :/
    Attach to your post and I'll attach to my post on the first page.
    What requests did you exactly made xD ?
    Just woke up ^^
    The Ground? it doesn't, you can till now only damage him DPS and Impact Damage when it hits opstacles
    Major Optimization
    Possibility to target or not (structures, mechanicals, Magic Imminue)
    sorry, i don't remember others i just woke up :p
    i'll tell you a little later
    What kind of system ?
    In vJASS we're allowed to use nearly anything.
    In GUI if you use walkability system or something yes why not.
    ----------
    Anyway Malhorne, Is it okay If I used some systems on the spell requests?
    ----------
    Why am i thinking you are referring to KB3D xD?
    Btw, i just found a bug in v. 1.6.0
    it can be deviated by setting KillatEnd to false if you don't want it.. if you do not do that, and the last KB used KillatEnd as true, cuz i forgot to recycle the KillatEnd ^^"
    Well, that's not new for me, already implemented it in KB3D v. 1.7.0
    (i am hurrying with the versions because i want to introduce KB4D fast, which is v. 2.0.0)
    Okay thanks, someone told me you were pissed off by something I posted, is that true?
    Yes, I am indeed. Want some panacea? or maybe some Elixirs, or better yet Hi-Potions? I can give you a discount if you buy in my shop at The Magic City of Gariland, I also have a store branch near Glabados Church. Or maybe you're at Pewter or Cinnamon Town, I can deliver.
    ----------
    and also, trailfx supports the dummy model, proof in infernal cyclone, you have to set fxattach = "origin" and then set the trailfx to the model path in order to let it work (origin is the best, other attachments points work too)
    ----------
    lol.
    Then the problem is from you, in Infernal Cyclone, dummy.mdl with Trail Fx works perfectly
    for more info:
    if not (udg_KB3D_TrailFx == "") and not (udg_KB3D_Fx_Attach == "") then
    call SaveEffectHandle(udg_KB3D_HA, 14, udg_KB3D_Counter, AddSpecialEffectTarget(udg_KB3D_TrailFx, udg_KB3D_Unit, udg_KB3D_Fx_Attach))
    endif
    This is how the Trail is created, and how it is destroyed:
    if HaveSavedHandle(udg_KB3D_HA, 14, Loop) then
    call DestroyEffect(LoadEffectHandle(udg_KB3D_HA, 14, Loop))
    endif
    And also, TrailFx supports the dummy model, proof in Infernal Cyclone, you have to set FxAttach = "origin" and then set the TrailFx to the model path in order to let it work (origin is the best, other attachments points work too)
    It looks cool, phoenix missile, burning oil/demolisher missile, doom Minion, Black drake missiles, those are the ones used right?
    I'll correct it later internet is buggy at school ....
    Anyway in this workshop a member have to say he takes a request.
    So it will not really matter.
    I'll put you with chobibo later.
    Yh i forgot that i didn't implement kill at end...
    I am working on it.. And i think i have a solution... Just wait a little
    If you care about nulling globals, then you can null them after you destroy a struct (it doesn't make a difference really). Structs don't automatically null the members. If you don't care about nulling globals, then don't worry about it.
    ahhh thx, but its not wrong or bug... the typhoon just sucks all target towards center point regardless of height, walkable , obstacle or else.... so when its done, the target units is more likely stucked :)

    and dont mind it bro... me too kinda busy lately hehe
    it will be released tomorrow if late
    there is
    KB3D_AoEEndDamage (damages enemy units in the AoE at the end of the KB)
    KB3D_AoEKB (KBs enemy units in the AoE at the end of the KB)
    and no this is not a good feature xD
    Oh okay. Btw, libraries aren't necessarily "much faster" than scopes. They are essentially the same (technically, they have different initializer calls but that is negligible). The nice thing about libraries is that it clearly states what other libraries it requires. Scopes don't have that feature.

    People use both. You can use either one.
    Well in my spell it's actually not needed, I must have left it there from an earlier version when it was (I wrote it years ago).

    But that allows you to use the keyword "data" before it's even declared. See here.
    new version of Accuracy of Strike v2.3 AI is out! pls. try it and see if it works.. thanks!

    Accuracy of Strike (AOS) v2,3 AI

    Accuracy of Strike (HA) v2.3 AI
    hey buddy, you've probably read my post before - but your impale shock spell is a seriously excellent one from my perspective - good job and i hope you continue making great spells such as that
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