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Cokemonkey11
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  • For your map Kill Katydma, you were given advice from Frotty on how to do unit spawning. Could you spare the details on that?
    Cokemonkey11
    Cokemonkey11
    It's just a way to eliminate input lag -- specifically if you have too many units owned by one player.

    The tip was to distribute the zombies to multiple players
    Hi, could you help me with some Wurst-fu? Let's say I placed a Circle of Power on my map, how I do select it with Wurst? In JASS, its name would be something like "gg_unit_code_xxxx," but it doesn't seem to work on Wurst. Of course, this is me thinking in JASS terms, if Wurst has its own way of thinking (which am sure it has) please let me know too.
    Cokemonkey11
    Cokemonkey11
    gg_unit_code_xxxx variables are only generated by world editor into war3map.j if the unit is referenced in GUI.

    So you have three options:

    1. Don't place the unit in world editor. Instead, place it in wurst.
    2. Make a dummy trigger in world editor GUI that references gg_unit_code_xxxx, then it will persist into war3map.j and wurst will access it
    3. Write code to "find unit" in wurst and find the unit at runtime.

    I recommend the third approach
    Reputation (+2):
    (Post) I don't recall if I ever Repped you for this, but I rather appreciate how categorically you laid out the terms of engagement.
    It's the one and only XenoStalker, responding 8 years late to your last message.

    Didn't think I'd remember so many old usernames from so long ago :)
    That has been a rule in every contest for years. I don't understand?
    Cokemonkey11
    Cokemonkey11
    Oh I just wrote a comment on Heinvers profile. I don't think minimapping contests had that rule in previous years, but I don't know when it changed
    I have no idea what's being said, but I can only assume it's positive
    I haven't done anything related to Wc3 in maybe 6 years or something, good times
    How has life been?
    Was writing some random code when I got hit like a truck with a sudden realization.

    I need to destroy HashMaps, Tables, LinkedLists etc right? I kinda treated them like normal variables but they are classes after all
    Cokemonkey11
    Cokemonkey11
    I don't know about event closures, but in general, closures are just objects. That is true in most languages with closures. And in wurst, objects must be cleaned up. Of course, some APIs clean themselves up. My advice is: if the documentation doesn't make it explicitly clear, then the documentation isn't good enough
    Chaosy
    Chaosy
    I gave it a quick glance I did not spot any mention of a .remove or .destr function. So if anything I'd do it via GetTriggeringTrigger but it is not stated that you should.

    Unless I missed it ;p
    Cokemonkey11
    Cokemonkey11
    Sorry, I missed this. Closures are objects, so you destroy them like "destroy [varname]". If the API does somethign to destroy itself, then no need to clean up yourself
    Hi there - I'm coming from a C++ hobby programmer background - nothing professional really just small projects I do in my spare time. I just seem lost in all the tutorials that left along the way back in the 2000s until present date. There's JASS, cJass, vJass, Wurst. What I'm looking for is just a hint on what I should dedicate my time first to achieve a solid understanding of Warcraft 3 map editing. I tried a bit of GUI to get myself familiar with it but I am still confused on what I should be pick and more importantly which tutorial I should read.

    I could of course do this research myself but I tend to be very picky and I would have to use up several days in digging and testing - which I guess they're better put to actual learning. You seem to be a solid veteran around here and I also read your Wurst FAQ - that's why I thought I should drop you a message. I learn stuff mostly alone as long as I have a decent tutorial. Thank you for your time!
    What truthful cynicism. Anyways, you have to choose leave conversation ignoring future messages if you want not to receive any more replies from a conversation you're in.
    Cokemonkey11
    Cokemonkey11
    Ah! That explains it. I don't understand then what's the point of the option I chose (leave and accept further replies). but that's fine. thanks for the info.
    Hello regarding Wurst,

    Is WorldEditor the safest way to not corrupt when making changes? Or is Wurst better in that regard?
    Cokemonkey11
    Cokemonkey11
    hi, wurst is not made for changing terrain data, placing doodads, water, etc - so to make a wc3 map with wurst you still need wurst. If you want to make a wc3 map using jass and want to ensure that it works, then wurst is safer, yes. Wurst is safer because it will tell you what you're doing wrong (whereas wc3 will silently fail to load a jass map that is invalid)
    Regno
    Regno
    Thanks!
    I have seen the Hive Post, AND BOY, I see a huge value of Wurst right now. I could see the potential of this. It is too bad I cannot remake my map to be built with this wonderful solution, but I can only give you the best of luck. Good work (and the community too)! I love it.
    D
    Reputation (+4):
    (Post) Always nice to read about Wurst.
    Is there a wurst stun lib around?
    Cokemonkey11
    Cokemonkey11
    Can you give me a bit more context? Are you looking for a library that implements stuns in code only? I don't know of one off the top of my head. Maybe ask @Frotty
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