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BPower
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  • Is it possible to make a missile 'restart' on onFinish? It's for bouncing attacks like the huntress's glaive.
    A
    Hey, dieses lightning updaten von dem System, ist da ein Trick dabei ? Ich hab's versucht, aber irgendwas mache ich falsch
    A
    Hey, könntest du bitte einen Blick auf die Trigger werfen ?
    That... actually never dawned on me. I think I figured the dummy had not been created yet, for some reason?

    Thanks for answering my dumb questions btw, you've been rather patient so far :D

    PS: about that missile that chains I PM'd u about... :p
    Does Missile have a onCreate to catch whenever a missile is created (eg: to attach a lightning effect to it)?
    Asking to unearth RegisterEvent pack. Changes has been made to PlayerUnit script, and the rest is fine, as it already was.
    Well it's intended to replace all ranged attack in a melee-type map, so the number is quite significant. Let's say up to 600 missiles at a time? (Some people have estimated that a 12 player map could have upwards of 3000 but I don't imagine any missile system can handle that so I guess I'll just have to warn people about the number of players beyond X could seriously lag the game)
    Hey BPower, how performance-friendly (friendlier?) is ur missile system if I use it as a replacement for normal attacks? I need a custom missile system to be able to affect missiles in mid-flight (change speed, destroy, change target, reduce damage they carry, etc).

    Also can it be used to mimic things like cone/line damage? (eg: carrion swarm)
    A
    Hello,
    in your moderation for my spell, I think there is under 'Code' a point I already fixed ( here), could you remove it, please ?
    Btw, I have a request for an un-graveyard:
    http://www.hiveworkshop.com/forums/graveyard-418/getcamoffset-131434/index2.html

    The question about how to get rid of camera smoothing pops up quite a few times each month. I always link to this resource as it clearly works and is currently the only effective way to deal with the camera smoothing.
    I think this should be un-graveyarded simply because the only reason it was GY'ed in the first place was the lack of privatization...
    which is not a good enough reason to GY something that is currently the only good solution to a known problem.
    Reputation (+1):
    (Post) very nice tutorial, keep spreading the word on using clean oop and not shitty "extends array"
    Reputation (+3):
    (Post) Polishing proper JPAG code convention and learning when now to use structs to. Thanks for the help.
    Reputation (+1):
    (Post) Yes finally! I like your moderator review style rating the concept, code, etc.
    BPower, I need you to respond to my post to make sure I know what I need to do to get the Spell Approved.
    ----------
    I will check the thread tomorrow :)
    ----------
    Perhaps you have forgotten because you did not say anything about delaying the checking. If you are busy, I will totally understand.
    Hello again! Just wanted to inform you that I've updated my system, and added new features to make it more use-able by adding a event for when yield was changed, so the user can take control of what happens or using the new variable deltaYield to change income related things.

    Take a look whenever you feel you have the time, today, tomorrow, next week or never - All good. :)
    Hi BPower,

    I can't test your test map. I can't find the reasons which cause your test map can't save. JNG said Function passed to Filter or Condition must return a boolean. But I cant find any mistake in your test map LOL. What would I do @@

    Which Jass Helper you are using :((
    What do you think about this TimerIndex?

    It uses TimerUtils and it creates a unique TimerData for those.
    That is the best I can do without editting TimerUtils itself.
    (However, there is little difference between the first TimerIndex and this.)
    (Yes, a timer created with an index may never change it's TimerData and must be released with the ReleaseIndexedTimer() function.)

    Also, sorry if I say something stupid right now, but isn't FLEXIBLE_OFFSET supposed to take the modulo of OFFSET-GetHandleId(t) and ARRAY_SIZE ?
    I'm rewriting the whole thing again. I dunno but it appears to be broken, don't know when that happened. The current "layout" if you will looks like this:

    - Do you still think the configuration should be outside?
    - For preplaced farms I was thinking to just let the user use some API or reveal a sample usage. Will see...

    Thanks for your feedback. I appreciate it greatly!
    BPower, a simple one. How do I import all the Jass into my map easily? I got real headaches...
    It creates a unique integer for each timer that you create an index for.
    You are able to load and remove it.
    Because of the boolean array, you will never have double indexes.

    It is equal as usefull as a unit indexer.
    Especially when you are creating a lot of timers in your code.
    I use it in my DDS which is currently under development.
    (You might have seen the thread about it.)
    Noone said that the TimerIndex was bad.

    To me, there are 2 usefull timer scripts.
    1, Improve timer's efficiency.
    2, A Timer Indexer (index of 1-8190)
    Haha, no need if I hear it like that.
    I have made my own TimerIndexer as I didnt knew about TimerUtils back then.
    It works very well and smooth and it is very short.
    If I would use hooks, I would be able to do it without additional function calls but like this, I can choose what timers need an index and what not :D
    library timerIndex

    globals

    hashtable udg_HandleIndex_Hashtable = InitHashtable()//Can be replaced by table.

    //Timers
    integer udg_NextTimerIndex = 0
    boolean array udg_TimerIndex_Occupied

    endglobals


    ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    //
    // Timers
    //
    ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    function CreateTimerIndex takes timer t returns integer
    loop
    set udg_NextTimerIndex = udg_NextTimerIndex + 1
    if udg_NextTimerIndex > 8191 then
    set udg_NextTimerIndex = 1
    endif

    exitwhen not udg_TimerIndex_Occupied[udg_NextTimerIndex]
    endloop

    set udg_TimerIndex_Occupied[udg_NextTimerIndex] = true
    call SaveInteger(udg_HandleIndex_Hashtable, GetHandleId(t), 0, udg_NextTimerIndex)
    return udg_NextTimerIndex
    endfunction
    function ReleaseTimerIndex takes timer t returns nothing
    local integer id = GetHandleId(t)

    set udg_TimerIndex_Occupied[LoadInteger(udg_HandleIndex_Hashtable, id, 0)] = false
    call RemoveSavedInteger(udg_HandleIndex_Hashtable, id, 0)
    endfunction
    function GetTimerIndex takes timer t returns integer
    return LoadInteger(udg_HandleIndex_Hashtable, GetHandleId(t), 0)
    endfunction

    endlibrary
    I can easily make more for every single kind of handle.
    So Im happy with it :D
    I did but no one knows how to. Only the great mod can do who is you!
    ----------
    2. Attaching data on single timers

    For 1 and 2 well known snippets already exists.
    ----------
    Can you give me one for number 2?
    (At least if it creates indexes between 1 and 8190.)
    ello Bpower. I assume you are good in Jass/Gui. Can you help me out abit? Sir?
    Sorry for the late response, uhh I'm not sure if I am, I just have the latest JNGP and cohadar helper checked on with debug mode.
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