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    (Post) Functions provide a lot more freedom than plain variables. You can change the contents to any formula you wish or not even use one.
    The item refund is super simple. It uses 2 global dummies and gets the price of every unit purchased. Now if you want to set up the who equipment system that will take a bit more work. Either way, the import is super easy and is a million times less complex than DDS and probably even slightly easier than the Dummy Shop system. It's just that I can't think of how it would ever be useful. I mean, why refund an item? Why not just not let a unit buy it in the first place? Maybe if you had some type of chat system where you wanted a merchant to speak in floating text "Sorry, you need X gold to buy that." Anyway, this is my system if you are interested. The demo map works really nicely.

    I really like DDS but I can't figure out the damn thing. I can get it to knockback on certain spells, but only like slam or a single target short range spell. I can't figure out shockwave type spells or channeled AoEs. I like simple things that import without reconfiguration.
    No, I totally do agree with you. Don't be hard on yourself. I understand "attacking" and "defending" ideas as a productive way to reach a solution. I guess, I was just offended that it seemed to turn into "Legal is wrong" and yet, my ideas were then pretty much adopted with slight modifications. That was just my ego.

    I actually do find the sketched in GUI helpful. Maybe some don't, but all I ever need when I ask questions is the basic framework or concept. Once I get the 'how' then I work out the details on my own. I rarely ask anyone to write a trigger for me.

    I recently found a map that used the dummy shop system we discussed in one of the help zone threads. It worked really well. I am trying to think when my item refund system would be useful now, and I can't really see why you would need it. It really only gets the cost of the purchased item. I guess that might be helpful, but I can't think of why. Flux even made a vJass system that does this, but I'm not sure what it's for.
    Happy Birthday! (Happy Birthday!)



    <span style="font-size: 12px">Here is a cake.</span>

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    <span style="font-size: 9px">©SeedinAethyr 2016</span>
    It's always a balancing act. It's hard to gauge where people are at. Often I give the simplest answer to get them a basic idea of how something could work. If they want it to be better, I expect them to do that themselves. Thus, when I give an idea, I expect other people to offer alternatives or improvements, not just say that idea sucks. I don't really like "defending" my ideas because despite lots of experience and a very thorough general knowledge of the game there is always others who know it better and I do not claim to be an expert. In any event, I am not worries about it. I just don't see the need to have the help zone be adversarial. You do a lot for people, I see how much you help others. I try to do the same.
    ----------
    I attack solutions that I think will cause problems. I was wrong about your trigger because I did not read it well and kind of jumped on the band wagon. Sorry for that.
    ----------
    Hey, no worries. I just got grumpy when I woke up and saw my methods being put down. I still stand by them though there is obviously room for improvement. I thought the OP just needed some basic structure and would take it from there. Generally, I would not "attack" anyone's ideas (reasonable ideas) but rather try to improve them or explain why they come up short. You actually did that well in an earlier post. Anyway, to keep it simple, thank you for the apology, though you didn't really need to, it was very nice of you and certainly welcome. You are a better coder than I, but I spent a lot of time trying to help that guy and felt like everyone just wanted to argue about things rather than get to the best result. I agree with you about hashtables too. I never learned them and never use them. They are ugly. I saw a nice post once that explained exactly how much memory they use and when to use them instead of arrays, but the general take away seemed like they are rarely faster.

    Hatchet buried.
    Have you tried using JASS? It will be a lot nicer to code that way than to use the GUI interface. It will also be generally nicer to use if you are already familiar with real programming languages. In the long run, it will also help you make faster, better code for your map (it will run faster if you do it right, and it will be easier to make MUI stuff), and it will be more easy to work with (none of that clicking a million times just to do something like "set a = [b * c] + d") and nicer to read (I find GUI triggers just look really messy).

    You could even map your code right there into JASS. If you want to go this route, we can do that. Though I think it is easier if we use a unit array and instead of comparing the array values, it would be comparing the GetHeroXP(...) of the array values.
    how do you write a bubble sort into the world editor.

    I know how to use algorithms, I program, in java it would be easy

    int heroXP [] = new int (90);

    for (into e = 0; e <number of heroes; e++)
    {
    heroXP[e] = XP of hero;
    }

    for(int t=0; t <number of heroes; t++)
    {
    for(int r=0; r<number of heroes; r++)
    {
    if(heroXP [t]> heroXP[r]){
    int X=heroXP[r];
    heroXP[r]=heroXP [t];
    heroXP[t]=x;
    }
    }}

    see easy
    it is determined by their experience points.

    they should battle out in pairs of twos.

    the first 2 weakest vs each other
    next round
    the next 2 weakest
    next round

    each round the array of heroes resets selecting only the remaining heroes. just like a normal tournaments knock of match. till finally the last 2 strongest remain

    I figured out by placing the survivors of the last round in a zone, you can recalculate the array without having to write a special trig for that.

    uhm... anything else you need to know.
    I had some question but I already got it answered cuz u didnt respond. NP
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