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Chaosy
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  • Okay, next work for you:

    Make a Mode-Voting system - there are 2 modes: Conquest and Pact of Blood, players get a dialog window after the game starts allowing them to vote any of those 2 modes. If all players voted, mode with most votes is chosen imidiately if not, after a 60 seconds timer expires and mode with most votes is chosen.
    Comedy regarding rep, I'm curious what will come out in the end. I'm surprised Cakey didn't saw it yet (I think...).
    Hey there Chaosy! I saw that game(?) WIP you sent Heinvvers, is it actually real?
    Dominance point is a bigger control point. There are no difference between them. Dominance points are located one in each orc clan base. Control points are everywhere around the map.
    I wrote it in chat yesterday, there are 2 different cp types:

    Dominance point - 4 gold/5 sec
    Control point - 2 gold/ 5 sec
    Haha, IKR, He (Or she~)'s also the one I think of first when I see Konata (the character). xD

    The series is titled Lucky Star. It's a pretty cool series since you can really relate to a lot of stuff there. (also, there's so much cuteness going on. xP)
    :p It's funny though :)

    Those terrains are fine lol, dunno why he'd need another terrainer. Oh well, his choice I guess ;p
    D
    did ye make that ava yourself?
    Oh, I see.
    Well, I have a personal hatred for obnoxiously big sigs, so I guess I'll just make it as large as it needs to look good.
    I thought you would add those team colors after capture and finish other colors. Okay no problem I'll do it myself after I return from the gym k?
    New/more work? :D

    I thought you're still working on that control point system?
    ----------
    oh right I forgot.

    3. be a girl.
    ----------
    Did my post reminded you of that? ;P
    Seems legit. XD Dat arrow tho. *Love you curves and all your edges* *All your perfect imperfections*
    Really busy but doing just fine I guess. That's why I don't post much now. And yep, same character. Have you been watching the show?
    Maybe they're too little eh? ^^" I was doing it while it's zoomed, so it seem bigger to me at first. :/ Maybe I'll add some bigger particles and send to you. Plus it's for my own gif-making practice, so don't sweat it. :)
    Then it sure is the pastebin issue. I definitely uploaded .gif, as it is the only way. o.o Anyway glad the gif turn out great. :) Was actually only did the glowing part, then I try to go further and add the little particles as well. XD
    That's weird. Probably it got altered when I upload it to pastebin? I save urs the same way I saved mine, and I can use them right away. o.o Dang pastebin :/
    I'm just trying to play around with making gifs, so I can learn it and help you in the same time. :p btw what do you mean 'protect it'? protect what? ._.
    Did you read my my mind? :O I was actually trying to animate your avatar. lol. Here's my attempt on it. What do you think? :)
    I would go with structs for it I think.

    Uhm for this event, it might not work because you immediatly set it to 0 again. I think you must set it to 0 in an other operation thread, so the trigger has a chance to fire.
    Can you show where you save the reals into hash?

    Why this:

    set udg_patrol_event = 1
    set udg_patrol_event = 0

    What does this? set udg_patrolUnit = u

    And just setting to 0 is not really a solution. Imagine two cases.

    1) Patrol point is really 0/0. Would be rarely case, but then it would bug.

    2) You don't remove it from the list, but only change the value. So there won't be any check for following action you do:

    call IssuePointOrder(u, "attack", LoadReal(hash, id, i+1), LoadReal(hash, id, -i-1))

    Got it? xNew and yNew are the coordinates you check for the current waypoint where unit is. You check if they are equal 0.
    Then you order unit to go to the next waypoint, which is not checked anymore. So unit will just go to 0/0.

    In your case, if user want remove waypoint[index] then I think you have to loop from index to maxIndex and move all waypoints down one by one. And in end set maxIndex = maxIndex - 1.

    ____________________

    If you want something some other solution. Maybe there could be a neat solution if there was something like waypointNext and waypointPrev.
    Each waypoint would have one of them, and all would be easy.

    For patrol would be just: Order Unit To move to <WayPointNext>.

    For removing WayPoint[index] would be: Set WayPointNext[index - 1] = WayPointNext[index]
    (so the waypoint before would just link no more to the Waypoint[index] but now to Waypoint[index + 1])

    And it's not a big deal, really. We're here to help each other, right? :D
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