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KILLCIDE
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  • Yes and no, for sure not crucial.

    It's easier to read, it's in faster to execute.
    array1[0] = array2[0] vs array1[x] == 0.
    Benefits are minimal, but it's the best solution.

    Linked lists offer you many possibilities to see if a node is
    the first of the collection.
    But why is that different to the other campaigns? I've all the campaigns from RoC and TFT and the Human and Undead Campaign don't do this. And in the Night elf campaign, the ending cinematic of every playable crashes as well
    For this map, new models and skins, a few new heroes, and 2 triggers to train and revive the hero on Jaina's team
    I've actually got two spells to share with you then. Hope you don't mind.

    Forked Drain

    Calls forth a channeled cone of draining energy on a target enemy unit, hitting up to (VARIABLE) enemy units
    draining (VARIABLE) life per second and transferring it to the caster. During the channeling any affected non-hero units will be rooted (entangled). Any over-drained health is (VARIABLE PERCENT) converted
    into mana. Forked drain can push the casters mana over its maximum value, dissipating at (VARIABLE) seconds over time.


    Earth Tap

    GENERIC DESCRIPT: Low cooldown, far ranged, medium radius area effect spell.

    The caster taps the earth underneath the target area, damaging any target units by a (VARIABLE) percent of their HP and briefly rooting them. Any damage done is added to the casters mana pool.
    Oh! I'll be sure to update it. It was perfect before so It must be greater than perfect now, right?
    I didn't specify whether channeling or not because I assumed that to be way too difficult. The over-maximum mana is from the siphon mana ability. If it's too difficult it isn't important.

    This spell is for my hero that needs a crowd-controlling versatile spell involving HP and mana and this not-so-original concept is the coup-de-grace to his skill set. By the way, thanks again for the Plague skill from last time ;D
    Forked Lightning + Pugnas Life Drain

    Forked Drain

    Calls forth a cone of draining energy on a target enemy unit, hitting up to (VARIABLE) enemy units
    draining (VARIABLE) life and transferring it to the caster. Any over-drained health is (VARIABLE PERCENT) converted
    into mana. Forked drain can push the casters mana over its maximum value, dissipating at (VARIABLE) seconds over time.
    Two real variables compared. The math operation uses the JASS function RMinBJ, which assesses which number is smaller and uses that for the value.
    You can set Spell__Time to (Min(SP_InfectTime, 0.20)) if that's what you're compensating for.
    I haven't been able to get into my netbook to test the map, but I've been looking over the code today and things look about right. Only thing I would change is to set the Spell__Time to 0.10 or 0.20 when you set the duration as a periodic in-range check only needs to be done 5-10 times per second, not 32 times.
    It is called Central Europe, but I mean, there are people, that will tell you the exact middle of europe is in our country, my calculations show belarus or sea between belarus and sweden :D
    no, a lot of people believe that Slovakia is the exact middle of Europe, but I did my calculations and I think thats bullshit :D, I live on east side of Slovakia
    udg_AB_P[0] stores 0 at the end, not 3. It only stores the most recently created node when the list is not empty. Once it becomes empty (i.e. just '0') then it'll end up as 0 <-> 0, which implies that prev[0] (udg_AB_P[0]) is 0.
    I think it should work. The list implementation is a bit convoluted (imo less intuitive than the way I normally do it), but it works. It'll create a circular list.

    I don't think udg_AB_P[0] will be 3 if '3' was deleted from the list. Just before the deletion, I assume it would look something like this:
    0 <-> 3 <-> 0

    So if you have this:
    set udg_AB_N[udg_AB_P] = udg_AB_N
    set udg_AB_P[udg_AB_N] = udg_AB_P
    It'll translate to:
    set udg_AB_N[0] = udg_AB_N[3]
    set udg_AB_P[0] = udg_AB_P[3]
    Which just ends up with 0 <-> 0. But note that udg_AB_P[0] is now 0, not 3.

    Funnily enough, I think I had the exact same response to one of Almia's or Magtheridon's resources (I thought the list formation was wrong). But it does work, even if it is counterintuitive.
    Yeah, hive is lacking GUI spell submissions lately.
    You also dodged the question ;)
    You seems pretty active at the Spell section, how do you feel being a Spell Reviewer?
    (I don't have authority, I'm asking hypothetically)
    I wonder what is your timezone? :D because you are always in chat when its like past midnight for me
    A
    I hope so :p

    Alright, someone checked the system already :) so you don't need to, thank you
    A
    It is just a small work, a 4hrs/day job in a bakery, to make some money while studying
    A
    Good to hear ^^ lol, you don't know when your exam is ? xD
    Applying for a job tomorrow, nothing important though
    A
    Could you test my GetTerrainTileCenter, the newest version, and post in the thread that it works, if it does, please ? :)
    A
    Hey, could you do me a favour, please ?
    Yeah, but the JASS code that is run needs access to the Spell__Index variable otherwise all the Spell__Filter_ stuff may not work properly.
    You know, looking at the code again, there's one more thing that would need to be done if you want to use the Spell__InRange thing from outside of a spell event:

    SP_TempInt should be replaced by Spell__Index. The comparisons done require Spell__Index be set beforehand.

    So, revised, you'll want to make sure Spell__CasterOwner and Spell__Index are set before running the InRange stuff.
    1) You are using Spell__InRange functionality outside of a spell event. There is an additional variable you use if you need the player comparison: set Spell__CasterOwner to that killing unit owner.

    2) Spell__Rime doesn't matter in this particular case. HOWEVER, if you had wanted this trigger to loop every 0.1 seconds instead of every 0.03125 seconds, you would need to set Spell__Time to 0.1. In fact, that would probably be better since 0.03125 is best for animations while 0.1 is all that's necessary for periodic checks.
    A
    Well, I guess it is not the easiest task to develop a full website on a new system ^^
    A
    Hehe, let's see!

    Oh hell, yes. Sooo many great features ^^ What about you ? Do you know something about its release date ?
    What does the TempPlayer do? Also, yeah feel free to post the current triggers.
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