• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!
KILLCIDE
Reaction score
900

Profile posts Latest activity Postings Experience Media Albums Resources About Medals

  • ----------
    Do you think the moderators would be okay with that?
    ----------
    I have no idea. They are not ok with me but that has nothing to do with your ability.

    Try giving the dummy (that casts the lightning) 0 movement/rotation (no need to turn) and also a cast point of 0. This might make it cast faster.
    ----------
    In theory, if the duration is 8 seconds, it should emit 4 instances of chain lightnings. However, there are only 3 because the duration ends the loop before it can happen.
    ----------
    It is actually caused by error introduced in the timing caused by you resetting the counter to 0 rather than subtracting the amount of time processed.

    Basically you are discarding fractional time units because of 2 / 0.03 not being a whole number. As such the lightning part sees the ability duration not lasting 8, 10 or 12 seconds but rather 7.92, 9.9 and 11.88 seconds so throws out one less bolt than intended.


    Set EC_IntervalCounter[EC_CurrentIndex] = 0.00
    Set EC_CLGroup = (Units within EC_CLAoE of EC_CasterLoc[EC_CurrentIndex] matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) belongs to an enemy of EC_Player[EC_CurrentIndex]) Equal to True) and (


    If we change it to conserve the remaining fractional time instead of discarding it then the system should correctly see the duration as 8, 10 or 12 seconds.


    Set EC_IntervalCounter[EC_CurrentIndex] = (EC_IntervalCounter[EC_CurrentIndex] - EC_CLInterval)
    Set EC_CLGroup = (Units within EC_CLAoE of EC_CasterLoc[EC_CurrentIndex] matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) belongs to an enemy of EC_Player[EC_CurrentIndex]) Equal to True) and (


    In theory it should now produce the correct number of lightning bursts as timing should be accurate. However this may or may not be the case due to floating point error.

    If you still do not get the correct number of lightning bursts try setting EC_CLInterval to something fractionally smaller than 2 seconds such as 1.9999 seconds.
    There are 4 ways of going through intervals:
    1) Timers (fucking hard)
    2) another trigger with periodic event (loses efficiency)
    3) TimerUtils Snippet (fucking harder)
    4) Artificial Timer (if i were u, id do this one)

    Q) What's an artificial timer?
    A) A Real Array variable who you decrease every x (here 0.03) seconds.
    R
    I love making Friends s with graphic designers like you :-D and illustrators
    R
    If you want to see my portfolio just click on my signature. :-D
    We can continue that discussion about cl group and stuff now.

    Ask any questions :)
    (Also: EVERYTHING in GUI is BJ. Really annoying for custom functions :p)
    AFAIK at least a week has to pass and you have to have made changes to the file.
    It's simple, just find 3 ribbon emitters (Node with arrow and orange box) in different attachments, right click them and change the color, one by one.
    A
    Sure sure :D good luck! I am sure it will turn out great, but take some time for it :)
    A
    Haha, I can create one for you :) if you want to

    Oh, now I am jealous, how does it work ? Spell books ?
    I do not. The ability ended up there because the other buttons are initialized first and occupied the spots.
    Lol k
    Btw its 6 PM here, enjoying school-holiday cuz some crazy wildass burnt the forests and made our city covered in smoke
    Aww, get well soon!
    Well, good luck with your 2D art, I see that you're a fast-learner :)
    But anyways, I gotta play some games with my friends on GR first so see ya :grin:
    A
    By the way, what was this issue with you wanting a signature ?
    The first one looks ok but the second one looks like the arrow is stuck inside the gate. I don't think you should reverse the arrows but simply detach the second arrow from the gate to make it look like something separate.
    A
    Great to hear :) You should note though that one has to use JNGP for SimError, what do you think ?
    Map here: http://www.hiveworkshop.com/forums/pastebin.php?id=2aziwh

    You can find it in the bottom of the bottom category on the left hand column of triggers.


    Allied Only Effect
    Events
    Map initialization
    Conditions
    Actions
    Custom script: set udg_LocalPlayer = GetLocalPlayer()
    Set TempString = Abilities\Spells\Other\TalkToMe\TalkToMe.mdl //cut and paste the special effect path here
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (LocalPlayer is an ally of Player 1 (Red)) Equal to False
    Then - Actions
    Set TempString = <Empty String>
    Else - Actions
    Special Effect - Create a special effect attached to the origin of (Last created unit) using TempString //Works
    The thing is, it is kinda long and requires a lot of time which I do not have. Maybe some of the hivers can.
    A
    That's beyond my knowledge, I don't know what nulling is. I never used it.
    A
    Hm, that's quite possible. Does it work without the de-index leak fixes ?
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
Top