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IcemanBo
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  • D
    If the mod says I'll have to take the part where I praise it out, I'll take it.
    D
    why you linked extends array info..

    im not against wurst if you think so >.<
    D
    I made a sig for the workshop, if you wanna use it here's a code:
    Hello IcemanBo :)

    May I ask if I post the FINAL ENTRY, can I update my spell if I already post

    btw Hi!! :3
    D
    WOW THANKS! But how did you even know about :O
    Thanks IcemanBo :D
    you are very helpful for me :)

    and btw Hi!! :D

    im just post my 2nd WIP in Zephyr Contest
    check it ^_^

    pending
    D
    Thanks for asking. Haven't been doing it that actively, auras are boring lol :p

    I will most likely finish it up in a hurry on July 30th xd
    D
    Ehehe :p And thanks for your suggestions, they helped me a lot.
    D
    After 2 months, I finally update my system :p I'm so fast!
    Ohohoho, it wasn't failing, it was just loading for a long time (5 minutes on my awesome archaic machine)! lol Sorry for troubling you with this. :(
    Still gets stuck on loading, tried it twice, I'm on the latest version too. I think it gets stuck on initialization, maybe.
    Yeah, don't worry though, I have an irregular setup of warcraft three ever since the disks failed me lol.
    Thanks man..

    yes i did notify the thread already..

    btw i still need to spread some more rep lol
    Ok will try to do it..soon

    can i contact you when im done with it?
    cause im not always free to spend my time infront of my computer
    ill do it when im free
    Aww thank you,

    My map is now still unoptimize and still has a lot of unused imported custom models and sounds
    which is 120mb
    its an sprpg

    would be a pain to upload and redownload it
    plus i have slow internet right now

    is it possible to use templates?so ill just implement them later?
    Hi Iceman,

    could you help me code the system?
    i really need it

    just askin if you have some spare time :D
    well, it's hard to make the game become easier. but basically, if you have problem with "too fast" speed or any other problems, all other players have the same problem too, the AI too. eventually, your skill and concentration are the only things which affect the difficulty of the game and your performance. and talking about skill, it's obvious that you need practices to improve it. I'm sad people can not understand this and keep complaining about the same thing.

    EDIT:
    Oh, and in the last update I have tried to reduce the game difficulty but seems like I'm failing, really don't have any idea how to reduce it. If you have times please try to play it (the last version) and report if you feel it's easier or not. Thanks :D
    hey, thanks for the rep :)

    what do you think should be improved about my map? thanks
    ----------
    Basicly you should not create multiple triggers with same event, but try to put all stuff into one trigger with this event.
    Only situation you should not do so if you lose a lot of readability, or you create a system/spell and want to seperate the actions.
    ----------
    Ok, thanks!


    ----------
    And no. Periodic event is no evil function. It just depends on the operations you use inside it. For example PickAllUnits... (UnitGroup iterations) is very costly and should not ber more often then minimum ~0.03.

    PickingAllUnits every second would not be too recognizeable I think (if there are not too many units), but still picking every single unit is highly inefficient and should be avoided if possible.

    I don't know the exact situation, but try to use other events or to use a global UnitGroup where you add/remove units and never gets destroyed.
    This way you would not create a new UnitGroup each interval and would not pick all unnessary units.
    ----------
    Hmm... So it sounds that the "Pick All Units" is too 'costly' (in terms of what, ping? Or computational/processing speed?), but using a global "UnitGroup" variable would be a decent alternative that would allow it?
    (But whether I "pick all units matching X, Y, Z..." or create a UnitGroup variable which does the same thing (having to check the map to add/remove the necessary units from the Group), it seems like that's the same amount of work. Maybe I don't understand)

    It's not so much an "exact situation", but more of a general principle. Take, for example, a simple spell; "Giving the Target +Armor". Since I can't use Frost Armor or reverse Acid Bomb (can't have any buff conflicts), I could just use a simple, hidden "+1 Item Armor" ability, and add/remove it based on the presence of a (non-conflicting) Buff. i.e.


    Event:
    Every 1.00 Seconds of gametime
    Conditions:
    Actions:
    Pick Every Unit ... in Map
    IF
    Picked unit has ArmorBuff
    THEN
    Add "+1 Item Armor" ability
    ELSE
    Remove "+1 Item Armor" ability


    This method allows me to get around the buff-conflicts, and I can pretty much make any kind of ability I want (as long as I can passively add/subtract hidden abilities). Unit-target Phoenix Fire? Unit-target Healing Ward? Unit-target Goblin Mine? Etc.

    However, like I said, I could have had a bunch of these in my map... And even all stacked together, I feel it would be a mess. More than that, I worry that even one would drag down the gameplay; so I have abstained.

    Does that make more sense?
    ----------
    PickingAllUnitsInMap is not best solution I think.
    If you can think of other events you could use to avoid periodicly picking every unit in map, you should give a try. (if you wanna think of efficience)

    If you hold on picking all units on map, you should use some higher value for period. Maybe 0.1-0.2 should do the job, too. (5-10 times checks per second)
    ----------
    Well, that's kind of my thing; I'm going for "as efficient as possible". Case in point, I got tons of "Unit is Attacked" events, and I've been wondering whether having several separate triggers /or/ one big trigger full of "if/then/elses" is better (does it "call" the event more or something?).

    Anyway, I can just keep on avoiding it. But if I were using it, I can go even higher... every 1 second is more than fast enough (since even regular in-game Aura's don't register that quickly) for my purposes.

    But basically you're saying regardless of how high the number (to a point; anything small enough to be useful, such as <2 seconds), Periodic Timers aren't efficient enough to be used at all, without some sort of optimization.
    ----------
    Hm, nono. It's absolutly okay do work with periodic events, even you got mor than one. :)

    Just some important notes:
    Indexing units is better than a UnitGroup Iteration, because UnitGroups is so much slower and less efficient (but still often acceptable with 0.03)
    PickingAllunitsInMap should be avoided each 0.03, because it's just too costly
    Always remove memory leaks with periodic events
    ----------
    2) PickingAllUnitsInEntireMap each 0.03 --> laggy if many units exist

    I'm glad if I could help, please ask if there is anything! [/quote]
    Hm, ok... I'll be honest, I have no idea what you're talking about (difference between "Indexing units" and "UnitGroup Iteration".

    Except, if by "UnitGroup Iteration" you mean what I would be doing, which is "checking across the map for any units with X buff or Y ability or of Z type" (i.e. "check for any units with 'Berserker' buff, add 'Dummy Berserker Ability' to them, else remove 'Dummy Berserker Ability'). That's basically what I'd be using it for; instead of using Death or Attack to "catch", as an Event, I would just cycle ever 1 (or, if I go with your suggestion, every '0.03') seconds, checking for that particular condition to be fulfilled.
    ----------
    Just a note for warning. Using 0.01 interval for periodic events is not recommended, especialy when working with UnitGroups in GUI. It's too costly.
    Working with 0.03 is the common way.
    ----------
    Thanks for raising this, I've been meaning to ask about this (but don't want to bother with a whole topic)...

    What are your thoughts on Periodic Timers in triggering? I first learned about them & began using them extensively... Then, when I realized what a burden it was on the in-game processing, I basically cut them out entirely.

    There are still a few spells that could benefit from such a treatment, and I'm curious if "0.03 seconds" is a non-super-problematic threshold for such things? Also, how many of such triggers could one use before it became a problem (a range)? Is it still wise of me to just avoid them entirely? Etc.

    Thanks in advance!
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