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Garfield1337

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  • moram da ga instaliram, ali imam profil, daj mi tvoje skype ime. Gareni su skinuli Lan opciju ali moze da se dopisuje :p
    Its like 4 years ago when you made it for me :p


    //Garfield1337's Pathfinding system
    //===================================================
    //Credit This system to Garfield1337
    function ItemHide takes nothing returns nothing
    call SetItemVisible(GetEnumItem(),false)
    endfunction

    function ItemShow takes nothing returns nothing
    call SetItemVisible(GetEnumItem(),true)
    endfunction

    function IsGarLocPathable takes location l returns boolean
    local boolean b
    local real dx
    local real dy
    if IsTerrainPathable(GetLocationX(l),GetLocationY(l),PATHING_TYPE_WALKABILITY) == true then
    set b = false
    else
    call MoveRectToLoc(udg_DummyRect,l)
    call EnumItemsInRect(udg_DummyRect,null,function ItemHide)
    call SetItemVisible(udg_DummyItem,true)
    call SetItemPosition(udg_DummyItem,GetLocationX(l),GetLocationY(l))
    set dx = GetItemX(udg_DummyItem) - GetLocationX(l)
    set dy = GetItemY(udg_DummyItem) - GetLocationY(l)
    if SquareRoot(dx * dx + dy * dy) > 0.00 then
    set b = false
    else
    set b = true
    endif
    call EnumItemsInRect(udg_DummyRect,null,function ItemShow)
    call SetItemVisible(udg_DummyItem,false)
    endif
    return b
    endfunction


    Fun times when wc3 were still active.
    Just noticed you are the same age as me! :O

    Thanks for the IsPathBlocked function, I still find it useful even to this date! xD
    I can get it done.

    I just finished a new system thats like Nestharus's system but its alot faster and has alot friendlier API. The only downside is that it disables player control during syncing (which, coincidentally, is also what Nes' system does) and adds 70 abilities (i couldve used 4, but it would be even slower than Nes's at that rate).

    (Since theres alot of ObjectEditor stuff I need to mess with) PM me the map whenever, it wont take extremely long but if you make changes you need to merge it into my copy.

    (couh cough Nes's system also is known to kick people from BNet untill you reinstall wc3 if you leave during a sync)
    Posted it on the map thread but might as well post it here.

    I've had a few request from GoTE-FEAR people to get a in-game selection and ELO ranking into the game. If you're willing to let me add it, I've got plenty of time and experience.
    SHUT UP AND GIVE ME SHROOMS YOU STUPID 19 YEARS OLD KID, GO FUCKING YOUR fUCKING PARENTAS !!! I HOPE NOW IT IS fINE !!!!

    When I use the SetDetachmentSize.. It works normally on the beginning... But when I killed the captain (using my towers) and it begins to pick another captain(this is not the bug)..(this is the bug-->) when you move it, it's starts to lag and the members are going anywhere! Looks like they are blind enough to see where their captain is moving..
    Oh ok.. Hey back at your system I think I found a bug if I use the SetDetachmentSize function using jass.
    Hello Garfield1337. i would like to use your Detachment system on my map and i will give you credits. But I have a question about the system. Can i limit the units reinforced?
    Still waiting on Ralle to distribute the rewards and attach the icons. I'll poke him.
    Well, usually the icon is picked by the staff and created from the winning entry or is related to it. If you have any suggestions which may go well with the theme of your entry, then please share.
    Yeah, i removed it and it seems to works fine now. Anyhow, thank you for the comment and rep, it really warmed my heart.
    They will be. There's a few technicalities left to do, such as award icons, and rewards are rolled out with them.
    Garfield, can i have your advice on something? I have a map with some custom movement scripts in it, but to make sure units still move in formations whenever given an order, i use GroupEnumUnitsSelected, and then run a loop where i order the selected units to move to different points in a line. The code looks like this:

    private function action takes nothing returns nothing
    local ship S = GetUnitUserData(GetTriggerUnit())
    local quaternion q
    local vector v
    local real x = GetOrderPointX()
    local real y = GetOrderPointY()
    local real ang = 0
    local integer i = 0
    local unit u

    local group g = CreateGroup()

    if S != 0 and S.sunk == false then
    call SyncSelections()
    call GroupEnumUnitsSelected(g, S.owner, null)

    if CountUnitsInGroup(g) > 1 then

    set ang = Atan2(y - S.pos.yv, x - S.pos.xv)
    set q = quaternion.createEuler(0,0,ang).normalize()
    set v = vector.create(0,0,0)

    loop
    set u = FirstOfGroup(g)
    exitwhen u == null

    set S = LoadInteger(Hashtbl, 0, GetHandleId(u))
    call v.setXYZ(0,i*400, 0).rotateByQuaternion(q)
    set S.tx = v.xv+x
    set S.ty = v.yv+y
    set S.goalspeed = S.s.maxspeed
    call StopUnit(S)

    if i >= 0 then
    set i = i+1
    endif
    set i = -i
    call GroupRemoveUnit(g, u)
    endloop
    call q.destroy()
    call v.destroy()
    else
    set S.tx = x
    set S.ty = y
    set S.goalspeed = S.s.maxspeed
    call StopUnit(S)
    endif

    endif

    call DestroyGroup(g)
    set g = null
    set u = null
    endfunction

    This works fine in single player, but in multiplayer something is causing units to be very irresponsive when you try to move them, and it seems related to selection. I think it might be the SyncSelections() native that is screwing things up for me. Do you know anything about this native? Will i have to ditch this part of the script entirely and just let all units move to the same point?
    ma jeste, oko 3000 igara nedeljno + sad pocinje odrzavanje turnira sa 100-150$ nagrade :) dosta sam zadovoljan...
    posto sam imao uspesan turnir u T&J, odlucio sam da nastavim da radim na mapi pa izdajem ver 2014 sa novim stvarima. Ovi sa ENT-a sto su organizovali turnir prave bolji tournament system za buduce turnire i tako :) mozda budu i vece nagrade...
    Imam jedan problem...Ovo je kako moj spell radi dmg: Unit - Cause M_Caster[M_Index[3]] to damage circular area after M_Speed[M_Index[3]] seconds of radius M_Radius[M_Index[3]] at M_Point[M_Index[3]], dealing M_Damage[M_Index[3]] damage of attack type Normal and damage type Demolition

    E sad problem je sto takva akcija radi dmg i prijateljskim jedinicama, postoji i akcija "damage target" samo u njoj nije moguce staviti posle koliko vremena da uradi dmg sto bi znacilo da moram da koristim wait trigger, a to cesto dovodi do gresaka. Spell je sa ovog sajta: http://www.hiveworkshop.com/forums/spells-569/gui-meteor-v1-00-a-134409/?prev=search%3Dmeteor%26d%3Dlist%26r%3D20 ako imas vremena molim te pogledaj pa mi reci kako mogu da edit spell da izbegnem to da moze da nanese dmg i prijateljkim jedinicama :)
    Happy Birthday!



    <span style="font-size: 12px">Here is a cake.</span>

    . . . . , . ., . ., . ,. . . . .
    . . .__|__|__|__|__ . . .
    . . .|~~::~~~::~~| . . .
    . . .|~!!~~~~~!!~| . . .
    . . .|<(><)><(><)>| . . .
    . . .|}{}{}{}{}{}{| . . .
    _____________________
    lepo :) Tom and Jerry ima autohost bot na gareni...samo na tom botu 1500 partija nedeljno odigrano :)
    jesi li zainteresovan da mi uradis jedan prost sistem? Naime u Tom and Jerry cesto dodje neka budala sa misom u tvoju bazu i pocne da ti gradi zidove po bazi kao budala.....

    Sistem:

    - Igrac kuca -tk ostalima se pojavi tekst "Enable Team Kill for Player "ime igraca koji kuca komandu" type - yes if you agree...

    - Pola igraca treba da pristane da bi se omogucio team kill tom igracu
    - Glasanje traje 20 sec
    - Team kill mu ostaje aktivan samo 10 sec posle se iskljuci
    - Kad dobije team kill moze da ubije prijateljsku jedinicu
    - kad team kill nije aktivan ne mozes da napadas nikog od prijatelja
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