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Malhorne
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  • D
    That's kinda discouraging taken that I'm making a spellpack atm :/ Hope it gets lot of users, when it's ready :/
    Oh! You're busy with university... I see... :)

    Busy guys are fags!
    Busy guys are fags!
    Busy guys are fags!
    Busy guys are fags!
    Busy guys are fags!
    Busy guys are fags!

    I'm not busy!

    Trololololol!
    Busy guys are fags!
    Busy guys are fags!
    Busy guys are fags!
    Busy guys are fags!
    Busy guys are fags!
    Busy guys are fags!

    I'm not busy!
    D
    Your fear system stuff huh? Don't feel let down, I'd be happy to see a resource uploaded by Malhorne on Spells section :p

    Thanks for answer, and sorry as I bombard you with questions all the time, I try to reduce it lol, it's only because I feel unsure about my JASS skills..
    D
    Oh, okay. So I guess I'll just convert that to JASS..

    By the way, do you happen to know which is faster, function interface or struct interface?
    D
    Oh, I see.

    I'm currently working on a GUI spell pack that uses my easyMUI system, it's mean to encourage GUI users to use my system. I've actually finished the first spell; classic falling rocks from the sky:
    Perdition
    Events
    Unit - A unit Starts the effect of an ability
    Conditions
    (Ability being cast) Equal to Perdition
    Actions
    Set u = (Triggering unit)
    Set EMS_IndexSize = (EMS_IndexSize + 1)
    Custom script: set udg_EM_integer1 = udg_EMS_IndexSize
    Custom script: set EMS_Index[udg_EMS_IndexSize] = EMS_Perdition_Flush
    Custom script: set udg_EM_interval = 0.03125 // 1/32
    -------- unit 1 = caster --------
    Custom script: call SetUnit(1, udg_u)
    -------- real 0 = interval of rock spawning --------
    Custom script: call SetReal(0, .1)
    -------- integer 0 = amount of rocks --------
    Custom script: call SetInteger(0,GetUnitAbilityLevel(udg_u,GetSpellAbilityId())*20)
    -------- real 1 = range --------
    Custom script: call SetReal(1, 200+GetUnitAbilityLevel(udg_u,GetSpellAbilityId())*50)
    -------- real 2 = target x --------
    Custom script: call SetReal(2, GetSpellTargetX())
    -------- real 3 = target y --------
    Custom script: call SetReal(3, GetSpellTargetY())
    -------- player 0 = owner of caster --------
    Custom script: call SetPlayer(0, GetOwningPlayer(udg_u))
    Custom script: //! runtextmacro easyMUI_start("i","Perdition")
    Custom script: set udg_r = GetReal(0)-udg_EM_interval
    Custom script: set udg_i = GetInteger(0)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    r Less than or equal to 0.00
    Then - Actions
    Custom script: call SetReal(0, .1)
    Set i = (i - 1)
    Set MS_free = False
    Set r2 = (Random angle)
    Custom script: set udg_MS_u = CreateUnit(GetPlayer(0),udg_P_DUMMY_ID,GetReal(2)+GetRandomReal(0,GetReal(1))*Cos(udg_r2*bj_DEGTORAD),GetReal(3)+GetRandomReal(0,GetReal(1))*Sin(udg_r2*bj_DEGTORAD),235)
    Custom script: call SetUnitZ(udg_MS_u,udg_P_START_HEIGHT)
    Custom script: set udg_P_pUNIT[GetUnitIndex(udg_MS_u)]=GetUnit(1)
    Set MS_x = -2.00
    Set MS_y = -2.00
    Set MS_z = -11.00
    Set MS_endfunc = Perdition_Impact
    Set MS_bounce = 0.00
    Custom script: call GUIMotion()
    Else - Actions
    Custom script: call SetReal(0, udg_r-udg_EM_interval)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    Or - Any (Conditions) are true
    Conditions
    (u is dead) Equal to True
    i Less than or equal to 0
    Then - Actions
    Custom script: call EMS_Index[udg_EMS_IndexSize].evaluate()
    Custom script: //! runtextmacro easyMUI_stop("i")
    Else - Actions
    Custom script: call SetInteger(0,udg_i)
    Custom script: //! runtextmacro easyMUI_end("i","Perdition")
    Custom script: endfunction
    Custom script: function Perdition_TargetFilter takes nothing returns boolean
    Custom script: return UnitAlive(GetFilterUnit()) and IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(udg_MS_u))
    Custom script: endfunction
    Custom script: function Perdition_Impact takes nothing returns nothing
    Custom script: local real x = GetUnitX(udg_MS_u)
    Custom script: local real y = GetUnitY(udg_MS_u)
    Custom script: call DestroyEffect(AddSpecialEffect("Abilities\\Weapons\\AncientProtectorMissile\\AncientProtectorMissile.mdl" , x, y))
    Custom script: set udg_ug = CreateGroup()
    Custom script: call GroupEnumUnitsInRange(udg_ug, x, y, udg_P_BOULDER_AOE, Condition(function Perdition_TargetFilter))
    Unit Group - Pick every unit in ug and do (Actions)
    Loop - Actions
    Unit - Cause P_pUNIT[(Custom value of MS_u)] to damage (Picked unit), dealing P_BOULDER_DMG damage of attack type Spells and damage type Normal
    Set P_pUNIT[(Custom value of MS_u)] = No unit
    Unit - Remove MS_u from the game
    Custom script: call DestroyGroup(udg_ug)

    Yeah I included whole GUI spell in one trigger :)
    D
    But it's efficient! D: And it's only 3 custom scripts. If you're talking about the system.
    D
    I mean I made a way for GUIers to use MUI which uses TimerUtils :p But it seems like there's already GUI MUIs.. link

    You can use custom script :p
    D
    Cool ^^


    Example1
    Events
    Unit - A unit Starts the effect of an ability
    Conditions
    (Ability being cast) Equal to Shockwave
    Actions
    Set EM_unit1 = (Triggering unit)
    Set EM_interval = 0.03
    Custom script: //Hint: Use 0.03125 for 1/32
    Set EM_real1 = 10.00
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Random integer number between 1 and 3) Equal to 1
    Then - Actions
    Set EM_string1 = |c0033ff00
    Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Random integer number between 1 and 2) Equal to 1
    Then - Actions
    Set EM_string1 = |c00ff0033
    Else - Actions
    Set EM_string1 = |c00009999
    Custom script: //! runtextmacro easyMUI_start("urs","Example1")
    Game - Display to (All players) the text: (EM_string1 + (String(EM_real1)))
    Set EM_real1 = (EM_real1 - EM_interval)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    EM_real1 Less than or equal to 0.00
    Then - Actions
    Custom script: //! runtextmacro easyMUI_stop("urs")
    Else - Actions
    Custom script: //! runtextmacro easyMUI_end("urs","Example1")
    D
    Oh, yeah I did have them as well, I just always have replaced the included one with the one on the jasshelper site..

    So what even is sharp craft? I know it makes you able to get mouse coordinates, but isn't that already done with trackables? And it's quite worthless is you can't set the mouse coordinates..
    D
    Oh no no, another one leads to jasshelper, so you can get the latest jasshelper
    D
    I use newest version of jassnewgenpack, it has Sharpcraft option, but I dunno what that means..
    D
    I think I solved it; if I go to "Sharpcraft>Enable Sharpcraft", it starts to work again, odd...

    You think I should use hashtable instead of another struct extending array?

    Edit: it extends array so I won't have to use memeber pl1, pl2, pl3 etc
    D
    Can you help me with this?

    No need if you're in hurry, it's just, bugging me...
    D
    Okay I'll spam your wall again, as you insist xD

    What do you think of my below 100-line (ok it's 100 line not below) motion system? Here's a video of it in action:
    https://www.youtube.com/watch?v=ujWfjv26kvY

    You can actually cheat the line limit with macrotexts, you just do
    //! textmacro asd takes LINE1, LINE2, LINE3, etc.
    $LINE1$
    $LINE2$
    $LINE3$
    ...
    //! endtextmacro
    And just call that macrotext again and again :P
    D
    Okay, I will, thank you !
    D
    Hey thanks, your feedback has really helped me :)

    Do you know if I have to contact a mod in order to get the tutorial reviewed? I think it's finished, expect for maybe some more example in the last chapter..
    D
    I just added "2.5 : Structs" and "2.6 : Textmacros" to my JASS tutorial, do they seem ok to you ?

    ( Didn't do one about modules, still can't understand em :/ )
    D
    Thanks, I'll post it to spells section and probably get hammered..
    D
    Eh, but the code is there on hive thread? It's on the link here..
    Yo man, I'm feeling a bit lonely today... just remembered my girl (the thing I told you, keep it quiet okay hehe) and stuff... You make sure you cherish every moment with your angel man... life is sad for people like me so I hope fortune smiles on you both. Keep it strong man. Don't always use the head, sometimes the heart knows too.
    D
    streakJondrean.w3x :D made my own streak system

    There's a gui version on which I based it on. What do you think, should I submit it? I think it's pretty well written..

    edit; I've updated it, get the latest ver from here. You still need the map for sounds though..
    D
    It says the code is too long for vm, but it works now thanks to you :p at least I have enough space to post this:


    ----------
    Moi j’voulais une moustache
    Moustache x6
    I wanna have a moustache, a moustache,
    a moustache, quiera un bigote
    ----------
    D
    it's an example, my struct's different one (i don't want to full your page with gigantic code of my struct xD) and I even forgot to add keyword static in my example, lol..
    struct asd
    private static integer array myVar
    static method onInit takes nothing returns nothing
    set myVar[0] = 1
    endmethod
    endstruct
    I guess this is valid...
    D
    I'm converting my terrain generator to use structs, and I'm gonna need a sh*tload of static variables. Where can I initialize them? (the statics use arrays, I guess that's fine since they're static) the syntax checker yells at me when I do
    struct asd
    integer array myVar[1]
    set myVar[0] = 1
    endstruct

    btw, France has marvelous Eurovision Contest moustache song! :p
    D
    Oh, I thought using power would be faster because of one less function call, well you never know :p thanks for spotting that!

    Ok I'll add a couple of line breaks here and there ^^ thanks
    D
    I think I've finished it, it's only the basics after all.

    Made one final chapter, in which I mentioned you, hope you don't mind :D
    No no no no no! You are mah friend mah boi, you must no longer be a perv, you have a girlfriend, make her happy. Or else I'll kill you. *leers* Oh... I got carried away again hehehe!
    Yeah, dat avatar! Bat du u noe wat I layk moar? Dat Ass!
    EDIT: And them boobies too. Cause. I. Am. A. Perv.
    D
    You don't have to ofc, sorry if it sounded like I'm forcing you to :/
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