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Kazeon
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  • I prefer this:
    globals
    private Table data
    endglobals

    private struct ItemData
    integer index
    string icon
    integer category
    // etc.
    endstruct
    well, DC is really special
    just because you work really hard on it, doesn't mean you can get it
    it even needs to be discussed by moderators
    well, good luck
    though maybe you won't need it =P
    in my opinion 4/5 and 5/5 is already pretty awesome
    and i was really proud when my spell got 4/5 XD
    you should start a new project with your own idea, some uniqueness and epicness!
    not based on other people's game like fappy bird XD
    DC rating is hard to achieve
    there's some things that you have to get first
    you can try ask moderators about it
    uniqueness is one of them
    just hard work isn't enough

    so good luck =P
    if you want find some of nes' ressouces, i think you only can find them on github... on hive most are removed
    Well i know you flappy bird map. The idea is nice, and it is also bugless and looks nice. The main issue why i can't give it a 5/5 rating is the extrem delay. Iam not sure how you realized the click detection, i guess u took trackables. I know warcraft 3 got a standard delay, but trackables are even more slow.
    Also the bird movement is realy strange and does not remind me to the original.

    My fear is, that you can't fix the delay because of warcraft 3, even if you take abilitys or rightclick detection. So maybe flappy birds can't be executed perfectly in warcraft. Well and in such a case it is realy hard to rate, on the one hand you did your best and it can't be done better, but on the other hand the game is still bad. At the current point i would give also a 3/5 rating. But with a few improovments you can get a 5/5 or at least 4/5 if the delay isn't fixable.

    Todo for you:
    -Better cam, should not be fixed on the bird
    -Better bird movement, check out the orginal
    -Try to decrease the dealy

    Edit: I just saw there was already a lot updates, need to test it out again.
    So you quit us ?
    That's not a matter thanks for the help you provided during this period :)
    Your name bugged on the topic so much time xD
    I think local orders will desync. I don't remember. Although I'm pretty sure that an ability cast would desync.
    You are over-complicating it.

    Rather than an array of Tables, you should probably just be using Tables directly. Start with the basics and work your way from there.
    That's wrong because GetHandleId returns a number in the millions, whereas an array can only set to a number between 0 and 8191. You should use a Unit Indexer instead.
    You never initialize any of your Table array indices ;)

    Keep in mind there is a huge difference between a TableArray and a Table array. A TableArray[8192] created during map initialization for each of these variables instead of having them be Table arrays will fix the issue.
    I can't really review your whole system right now, but I'll try to get to it, alright?
    I'm pressured in real life right now.
    Can't give any tips I think :S ... because actually I don't play orpgs. Only have some exp with solo rpgs.
    Yes, ok. ;) I anyway know from what I've read that most input will probably come from yourself... ^_°

    Because I'm also having some projects which need some attention from time to time. But why not. :csmile:
    ----------
    prefer exam more than working on requests :p
    ----------
    not really, i don't study to be honest =P
    but school activity is really tiring
    Thanks for the report! I had a silly typo where I typed 'Otip' as the rawcode for the platform instead of 'OTip'. I fixed it and updated the Track thread. :) It works now. It was just because I rewrote the documentation 2 updates ago and I hadn't tested the Z function since then (since I hadn't made any changes to the actual system code).

    As for the facing, it seems to work for me. I tried it with two peasants with two different angles, and it worked.
    In Warcraft III, everything is scheduled to run on things we refer to as "threads". Each thread can only run a particular number of byte code operations before it will halt (the rest of the actions won't continue). This would be really problematic if everything were run on one thread, because the limit would easily be reached. Thankfully, triggers, as well as some other functions, start new "threads" (resetting the limit).

    That's why I am using ForForce(). It will run the function input on a separate thread, allowing it to have its own limit apart from the main thread. You can also use triggers (trigger evaluate), ExecuteFunc(), Timers, etc.

    The bj_FORCE_PLAYER[0] is just a force containing player 1. You can really use any index, because you don't really care about the enumerated player. ForForce is used to iterate actions over several players (like a loop). We only need the loop once, because we are only looking to start the function on a separate thread and nothing else. That's why we just use a force with just one component, so it will only run it once.
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