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IcemanBo
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  • A
    Ah, das sieht gut aus, vielen dank! :)
    Ich hoffe ein bisschen, direkt zu C# springen zu können, wenn ich vJass verstanden habe, die sind ja von der Struktur recht ähnlich.
    A
    Hey, auch alles gut, danke der Nachfrage

    Hast du ein empfohlenes Tutorial für vJass ? Auch wenn ich es nicht compilieren kann, würde ich mich gerne mal einlesen.
    A
    Hey, wie geht's, alles in Ordnung ?
    I don't like the "maybe" :p

    I just got PC, will check and see if it will compile or not.
    Will this work? I don't know how to call a method :pppppp


    struct test

    method loadSoundFromFolder takes string path returns sound
    return CreateSound(path, false, false, false, 12700, 12700, "")
    endmethod

    private static method onInit takes nothing returns nothing
    call StartSound(.loadSoundFromFolder("Music\\MahTest.mp3")) //is this correct and will it compile? I currently don't have PC and I need help with this.
    endmethod
    endstruct
    Good evening mister, i got a question. Hope u woudnt mind.
    How actually u create ur signature so tht everyone else can see it ?

    Edit: nvm.. I get it now :) tnx anyway.
    scope RoadSystem initializer Init

    globals
    private constant integer ROAD_ID = 'h000' // <- Rawcode of road.
    private constant string CANT_BUILD = "No road in range."
    endglobals

    // Here you have to regitser all buildings which need a road in range.
    private module init
    private static method onInit takes nothing returns nothing
    call Road.create('hhou', 140) // (buildingType, maximumRange)
    call Road.create('hbar', 300)
    endmethod
    endmodule

    // ======= END CONFIG ====== //

    globals
    private group g = CreateGroup()
    private constant integer ORDER_STOP = 851972
    endglobals

    struct Road

    private static key k
    private static Table table = k
    readonly integer orderId
    readonly real offset

    static method create takes integer order, real offSet returns thistype
    local thistype this = allocate()
    set table[order] = this
    set this.orderId = order
    set this.offset = offSet
    return this
    endmethod

    static method operator [] takes integer i returns thistype
    return table
    endmethod

    implement init
    endstruct

    private function Order takes nothing returns boolean
    local unit u
    local unit builder
    local boolean b = true

    if (Road[GetIssuedOrderId()] != 0) then
    call GroupEnumUnitsInRange(g, GetOrderPointX(), GetOrderPointY(), Road[GetIssuedOrderId()].offset, null)

    loop
    set u = FirstOfGroup(g)
    call GroupRemoveUnit(g, u)
    exitwhen u == null
    if (GetUnitTypeId(u) == ROAD_ID) then
    set b = false
    endif
    endloop

    if (b) then
    set builder = GetTriggerUnit()
    call PauseUnit(builder, true)
    call IssueImmediateOrderById(builder, ORDER_STOP)
    call PauseUnit(builder, false)
    call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, 7, CANT_BUILD)
    call StartSound(gg_snd_Warning) // <- Error Sound.
    set builder = null
    endif
    endif
    return false
    endfunction

    private function Init takes nothing returns nothing
    local trigger t = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_ISSUED_POINT_ORDER )
    call TriggerAddCondition(t, Filter(function Order))
    endfunction
    endscope
    Ok, unfortunately I don't have access to my laptop this whole day so it will have to wait.
    ----------
    Achso, so it should work I think if I copy the unit from your map and paste it in the new map?

    Or the user needs to create the unit on his own the modify the rawcode of the caster line to get it work.
    ----------
    Yes, exactly.


    ----------
    Mind maybe to rephrase it a bit? I'm pretty sure I tested the code and behaviour well back then and can approve it then right away!
    ----------
    Ok, which part of the instruction is unclear?
    A
    Jetzt weiß ich wieder, warum ich die zweite Variable brauchte ^^ danke
    A
    Alles klar, ich schreibe das System gerade um, damit es übersichtlicher ist und man nicht so ein schwammiges Bild von Funktionen hat
    A
    Danke für deine Hilfe mit dem System :)
    A
    Oh, woran liegt's ? :/
    Dank des Trigger Viewers kannst du das, ja ;) Habe es getestet, sollte funktionieren, jetzt, aber auf Nummer sicher gehen ist besser.

    Hatte ziemlich viel zu tun und nicht wirklich Lust auf Hive. Jass hat mich dann aber doch wieder rumgekriegt ^^ arbeite gerade an etwas Neues.

    Wie geht es dir, was gibt's Neues ? ?
    A
    Bin wieder da..

    Hat sich ja einiges geändert.
    Hey Iceman,

    Can you check this out and give feedback if you have time, and I got a question;

    how can I change this system, so that if our character is attacked while attacking, he will be staggered and his attack will not be completed. Like channeling a spell but stunned.

    In its current state, the system, deals the damage while the animation is still being played, I don't want this, what would you suggest me to do to get what I want?

    http://www.hiveworkshop.com/forums/lab-715/combo-system-275814/
    Shit, thought you still din't post and wanted to delete it right now before you see my dumb job... Ahhh nevermind.

    Thanks.
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