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Kazeon
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    so, here they are the chosen acol.. Erm.. Community's representatives!

    Congratulations! You are going to be a sha.. Erm.. Respected users!
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    llooolllll
    Figured that a few months ago. The official download page states that you need the full retail version of Heart of the Swarm to play it offline.
    "Anyway, everytime I hear about California, why do "beach" is always being the first thing flashed in my mind?"

    That's because a lot of Southern California is pretty sandy and it has quite a long coast with hot weather but sadly cold water. Also Hollywood movies (practically any American film) film scenes in Southern California 90% of the time excluding San Francisco area. The depiction of California is actually kind of misleading because we have a very rainy area, snowy mountain area, and a desert.

    I don't understand the between question.
    Nice I had the same idea but I lost my FSGUI map and was never motivated to implement it.

    A working DirectX plugin where we could manipulate images on screen would be cool too
    Personally, I think we have it good here (except for jobs) in California compared to most of the states. Especially for foreigners. Where are you heading?
    Oh. Is it click, move, then click? I thought it was a realtime drag. The inventory thing is very nice.
    Dalvengyr, where do you live now? My memories kinda disappoints me, I recall I have asked you such things before.
    It only happened for me on the new version of SharpCraft.

    Make sure in all of your plugins you use JassStringArg / JassStringRet appropriately.
    Pre next gem max; 5 bronzes, 4 greens, 3 blues, 2 silvers. 40, 120, 450, 1200 total. Each has a value of 10, 30, 150, 600. At 1800, gold is born.

    My theory is that gold will retain the additive amount of 2 and transform right before its third, at 5400 rep. But nobody knows, since no one has reached 3600 (2 golds) yet.
    No you can't index 0 for structs, it is null. You can only index structs from 1 to 8190.

    You forgot to decrease the loop index.

    set i = 0
    loop
    exitwhen i == this.count
    if end then
    call destroy()
    set this.count = this.count - 1
    set .t.u = .t.u[this.count]//you used a local integer j here, also ok.
    set i = i - 1
    endif
    set i = i + 1
    endloop
    Is this still relevant? I don't see amyn reports in the "Open reports" section, perhaps a moderator already solved it.
    <3
    They look cute. But I shall hold on to being thematic with my avatar. (which will change soon anyways)
    pretty busy, exams tagging me around heh.
    for the least I got a small space thanks to an event at my school ^^
    No worries. You made it a long time ago, and it really isn't that bad. Your coding is so much better than most we've seen in the past, so you shouldn't feel bad about it.
    Well I'm not forcing you to do anything which is why I asked what you thought.

    But I suggest something like this. With a vJass version as well.


    call GetHomingMissleAngle(angle, targetAngle, turnRate, 360, 180)
    call GetHomingMissleAngle(angle, targetAngle, turnRate, 6.2831798, bj_PI)

    function GetHomingMissleAngle takes real a, real b, real r, real v1, real v2 returns real

    local real s
    local real f

    set s = RAbsBJ(a - b)

    if s * 2 > v1 then
    set f = v1 - s
    else
    set f = s
    endif

    if f < r then
    return b
    else
    if s > v2 then
    if a > b then
    return a + r
    else
    return a - r
    endif
    else
    if a > b then
    return a - r
    else
    return a + r
    endif
    endif
    endif

    endfunction


    For API here are my thoughts:

    ParabolicHomingAngle
    GetHomingAngle
    GetHomingMissleAngle
    Clearly I meant a pure GUI version. You call this GUI?

    [stable]Custom script: set udg_demAngle[udg_demInt] = HoM__getNewAngle(udg_demAngle[udg_demInt], udg_demTargetAngle, udg_demTurnRate)
    [/stable]

    Regardless if that's a bad idea or not you still never answered me.[/stable]
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    Do you mean "do"?

    Well, I think GUIers should know about this, don't they?
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    People that use GUI likely won't use any custom JASS script.

    Why don't you make a GUI demo?

    Really though in it's current state it belongs in the JASS section.
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    So, where can I write the code manually?
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    In the trigger editor.


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    Is there something like code editor?
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    Any custom script field in the trigger editor. Be it a field of a GUI action, A custom script GUI action itself, the custom script part of a GUI trigger element or even a custom script trigger element in all its entirety.


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    Or maybe somehow I can convert the triggers into text?
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    You can view the entire map script at any time you want but converting GUI into galaxy is kind of pointless since it already maps 1:1.


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    Just like wc3 WE?
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    Except vastly improved.


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    I think the coding looks not that hard, but I've heard that to make custom maps, we need to code everything from scratch, is that right?
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    Well generally you will want to create a lot of custom content. Although some is already made for melee and campaigns it generally is not too useful for custom maps. However a lot of that is the data editor and not triggers.
    Galaxy is the StarCraft II scripting language. Just like JASS was the StarCraft (1) scripting language and JASS2 (yes people usually abbreviate it) was the Warcraft III scripting language.

    Galaxy is a C like language, although lacking many of the features of C.
    The GUI in SC2 is considerably improved over WC3. There is very little you cannot do in GUI and that which cannot is often solved with 1-2 pieces of in-lined galaxy script.

    If you want to script by text then you can write the C style Galaxy Script directly by creating custom script elements either inside a GUI, as part of a GUI trigger or as an entirely separate trigger element.

    There are a few important limitations to note.
    1. Galaxy is run in a virtual machine so has a maximum heap and code size of a few MB. In practice no well written map should even approach the limit however it certainly is something to consider if you find yourself wanting to use enormous data structures for some reason.
    2. All arrays in Galaxy have defined sizes. These are allocated on the heap. Their bounds are checked and a virtual machine error (non-fatal, logged) is produced if you try and violate them. Bounds run from 0 to N+1 for some reason probably related to GUI user friendliness.
    3. The minimum timing resolution is 1 deterministic frame. SC2 runs at 16 deterministic frames per game second, scaled by game speed to real seconds.
    I don't see the problem here, keep it the way you want but add a different/bonus/extra game-mode that allows for exactly what I suggested? That way people have multiple ways of playing your fun map, now that suggestion/idea is 5/5 material.
    Like I said it is close to being 5/5 however it is lacking in some parts which sadly makes it 4/5.

    I still suggest adding jump and possible 3D combat, that way at least your map would differ a lot more so from Warlock and other maps of the same genre. Currently it is way too fast-paced and the knockback is too high, I suggest polishing your map a bit and add in-game commands to adjust values such as knockback and damage and such.

    5/5 and/or director's cut only apply to the best/completely polished maps of their respective genre.
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