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Flux
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  • Hey, do you have any idea why this:
    call SetUnitTimeScale(udg_VM, -1)
    call SetUnitAnimationByIndex(udg_VM, 7)
    doesn't reverse my animation? And udg_VM is responding to everything; but this.
    Hehe, if you are meaning the photo thread,
    it was some guy in a bit weird mask. A ninja or something.
    Haha, ya, I saw that.

    Ya, I guess it was a good thing. Thanks for being cool. I had a skin rejected and I had a few other comments about no originality. But, it's all good. It seems much harder to get skins approved than anything else. Well, I don't know if the icons will get approved. They should be because they are a set. We'll see.
    You and GF seem like your having a bit of a dispute, that's all.

    Hmmm, I didn't realize you needed to be so creative. I thought if you wanted to remake blademaster that would be fine as long as the quality was decent. I read the rules, I wouldn't have bothered had I known.
    Hey, thanks for the rep. Sorry if I came across rude. Looks like I'm not the only one taking heat around here though. I totally get your point. That was my first hero icon and I used a reference. If I do more I might feel more comfortable drawing without a reference image. I don't even know why I picked Invoker. I don't even play dota2. I heard a lot of "that's not original" but your points were actually good and not rude like others.
    Praise the lord I think I just got it. I think I was giving you wrong information.

    On init:
    [STABLE]
    Set MS_MeteorSpawnHeight = 1100.00
    Set MS_MeteorSpawnDistance = 600.00
    Set MS_FallTime = 1.75
    Set MS_fallRateXY = (MS_MeteorSpawnDistance / (MS_FallTime / MS_PeriodicTimer))
    Set MS_fallRateZ = (MS_MeteorSpawnHeight / (MS_FallTime / MS_PeriodicTimer)
    [/STABLE]

    On loop:
    [STABLE]
    -------- XY adjustment --------
    Set MS_tempLoc = (Position of MS_meteorDummy[MS_indexCurrent])
    Set MS_dummyLoc = (MS_tempLoc offset by MS_fallRateXY towards MS_meteorAngle[MS_indexCurrent] degrees)
    -------- Z adjustment --------
    Set MS_currentHeight = (Current flying height of MS_meteorDummy[MS_indexCurrent])
    Set MS_tempHeight = (MS_currentHeight - MS_fallRateZ)
    -------- apply adjustment --------
    Unit - Move MS_meteorDummy[MS_indexCurrent] instantly to MS_dummyLoc
    Animation - Change MS_meteorDummy[MS_indexCurrent] flying height to MS_tempHeight at 0.00
    [/STABLE]
    Yah I just did that equation and its totally off xD

    I did this on map init
    [STABLE]
    Set MS_fallRateXY = (MS_MeteorSpawnDistance x MS_PeriodicTimer)
    Set MS_fallRateZ = (MS_MeteorSpawnHeight x MS_PeriodicTimer)
    [/STABLE]

    Then in the loop:
    [STABLE]
    Set MS_tempLoc = (Position of MS_meteorDummy[MS_indexCurrent])
    Set MS_dummyLoc = (MS_tempLoc offset by MS_fallRateXY towards MS_meteorAngle[MS_indexCurrent] degrees)
    -------- --------
    Set MS_currentHeight = (Current flying height of MS_meteorDummy[MS_indexCurrent])
    Set MS_tempHeight = (MS_currentHeight - MS_fallRateZ)
    -------- --------
    Unit - Move MS_meteorDummy[MS_indexCurrent] instantly to MS_dummyLoc
    Animation - Change MS_meteorDummy[MS_indexCurrent] flying height to MS_tempHeight at 0.00
    [/STABLE]
    I'm definitely doing something wrong here. My equation for moveRate becomes a hot mess unless I calculate (fixedTime - timePassed). The meteor does in fact move at a constant speed. One speed for falling, and one for moving.
    Sorry onee more question.

    ----------
    Then to determine traveled distance, use distance=distance+movespeed on every tick, instead of getting the distance from loc a to b all the time. If distance>targetdistance then destroy (spell ends).
    ----------
    What is he referring to when he says move speed? I assumed he meant moveRate, but I can't calculate moveRate unless I have a distance.
    Actually now that I think about it... doesn't that create a leak since you are creating a new location?
    ohh shit I never thought about it like that o.o ive always used 3 locations to move stuff.


    current location
    aim location
    new location = current location offset towards aim

    thank you flux! i think you just made fixing it easier xD
    ----------
    Then to determine traveled distance, use distance=distance+movespeed on every tick, instead of getting the distance from loc a to b all the time. If distance>targetdistance then destroy (spell ends).
    ----------
    So right now my spell uses time to determine when to end the spell instead of traveled distance since the time is static. I'm not sure if I should do it his way or keep it the way I have it.


    ----------
    Commonly 2 location variables are enough for a spell. To achieve this you need to use a location array variable for every instance which stores location where the spell is casted, let's name it CastPoint. Then the second one is a temporary location variable (current position of meteor): CastPoint[index] offset by CurrentDistance[index] towards Angle[index].
    ----------
    This is honestly what I need help with ;_; as of right now, the spell uses 3 locations and 2 angles. 1 location to spawn the meteor, the target location, and the "aim" location. To find aim location, I use an angle from the current facing angle of the hero, and then to find the spawn of the meteor, I use an angle from aim location to target location.

    EDIT: Actually I think I got this part.
    Oh :( I'm having a hard time making the movement fix Quil suggested for my recent upload. Do you mind giving me a hand?
    Thank you senpai :3 I've been working on ALL my spells today because IcemanBo wants me to change the structure of the loop to check if its time to deindex before starting all the actions and other small things.
    Oh also do you mind answering a question about global caster dummies? Do you just create them on init for neutral passive/hostile and then just change ownership + set level of ability right before a unit group function where (ex: you want to cast storm bolt on enemy units).
    It's just the function that's confusing me. What are the parameters and what does it return?
    I think you sent me the wrong map. I don't see any triggers xD all I see is an edited bloodlust that has scaling factor to -50%. Sounds like something for this guy :D
    ----------
    I plan to spam you
    ----------
    Be aware of the site rules.

    ----------
    3. Spam
    - Spamming is not allowed. A message is considered spam if it has no content or is posted multiple times.
    ----------
    you should become a moderator, your online basically all the time!

    shadow fury says after him there won't be any mods left, scp says his still in though he is taking time off on a side project
    Because GUI indexing must be annoying to read for a programmer like yourself :p i also did a lot of inefficient stuff.
    :( not sure how to convert all my locations to reals. Mind giving me an example?

    Lol it's not at all the full trigger, its 1/4 of it. I just showed you the part that applies the slope to the meteor.
    Having a hard time understanding JASS right now xD I know how functions work and stuff, but the booleans and AddAction stuff is confusing. The movement might be in JASS though (; I'm just not sure if I did it right... the event is a periodic timer of 0.03 seconds.
    ----------
    So what are you trying to tell me in that sentence?
    ----------
    Something funny.

    ----------
    Is it a joke that I don't get or what?
    ----------
    It was meant to be a joke. Unfortunately anything funny about it has long dried up.
    Do you have any JASS tutorials to recommend me? I've read ghostwolf's tutorials on functions, but i feel like that didnt teach me much :(
    ----------
    Mine does?
    ----------
    It should not. Unless moderators/admins delete your posts or move posts you made into a "no count" section such as Something Else.
    R
    All I can say that everyone's a liar.
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