here is a way you could do it in gui (note i know it won't be this simple)Actions
Set I = 0
Set Point[I] = (Random point in (Playable map area))
Set Angle = (Random real number between 0.00 and 360.00)
Set I = (I + 1)
Set Point[I] = (Point[(I - 1)] offset by 50.00 towards...
secondly, is this counting the units in range of the unit?(it doesn't look like it)
which is what a morale system needs too do in some way, manner or form.... and all code does is get the distance between one unit and all the other units that are beneath it(in the array).... Or at...
yeah, i was wondering if it is something like that, maybe i should only have it loop through 200 units at a time :ogre_frown: which i don't wan't to have too do.
well i am not doing a linked list(other then the one for looping through the unit index's). what i am doing is loading 15 integer...
it would be look better if it wasn't so random, like creating occasional clusters of terrain/trees etc.. having just one dot of rock doesn't look good.
Was the river randomly generated? It looks good, and if its randomly generated... I am really impressed, it might be better, if you made your...
yeah i completely agree with you that WC3's game engine isn't the best. How many can your comp support without the system running?
also i just noticed something on this it doesn't quite make 600, it starts having problems after +/-400 units (it starts ignoring later units)
hmm, i think I am...
:ogre_haosis:just joking. Nestharus cancelled it anyway .http://www.hiveworkshop.com/forums/requests-341/morale-system-willing-pay-200-a-204902/?highlight=Morale i have made something that kinda fits the requirements, the morale part works(other then sometimes not looping through the units)...
also, another cause could be from when the units drop all of their items when they level up... because you don't have something that makes the unit automatically pick them up.
other then the items being dropped all over, the map is fun to play.
question, in your triggers why do you create an item then remove the item the unit is carrying, wouldn't it be easier(and better) to just give the item the "vault"?
Edit: what you should do is replace your current method for giving the item to the vault with this
Hero - Drop the...
here is one that is decent, it supports 200 projectiles.
If you don't mind using jass, just look in the spells section and you'll find a couple better ones(they can support more projectiles) but they are not as easy to use.
my second attempt at voting
concept 4/5 well,it was a Drow race, the graphics were all really good almost everything fit together, i personally don't see Drow and hydra's going together but...
balance 2/5 your races units were weak, but could become strong after using the arena, and...
we can't measure mass with any accuracy(compared to the accuracy we can measure time, distance and teh strength of an E.M. field)
The force of Gravity is faster then light(light is deflected by it and even slowed down)
guys, he isn't talking about triggers...... he is talking about >> Advanced >> replace units.
found when looking at the map... he was pretty clear
anyway, it can be useful in reducing filesize(i think), by not creating a new entry
thanks for the help i really appreciate it, the only problem with the last bit is its a projectile system, and the special effects are the graphics so....
anyway could you help me with this part?
I have been told i need to learn more about dynamic triggering,
and that i am leaking horribly...
for the special effect are you sure? the special effect is destroyed
function Proj_deallocate takes integer this returns nothing
// deallocate it
thanks for the second one
you could have the unit be made for neutral hostile,
and then use a damage detection system to have the
creator of said copy deal the damage, ie you heal the
unit and then have the original hero damage the unit with
the amount that it was damaged.
thanks for explaining how there are that many.
are you sure teh effect leaks? It does get destroyed by the deallocate function.... that would mean its a total of 15000, still you are right that is a big ouch.
@geries i am not using pJass, cJass or vJass i am using Jass, because i don't want the user to have to use Jass Helper, anyways, how are you getting 17000 handles? please explain so that i can fix, because as i see it(probably incorrectly) there is 1 unit handle per projectile and1 trigger...
i have now added a check, it enables the user to trigger an event when an object leaves the playable map.
My computer can support +/-2700 projectiles now, and it won't lagg with less then 120 collisions happening at the same time. I think what is preventing more projectiles is the...
please explain what happened prior the random crashes, because i am guessing they occurred from a unit going off of the playable map.
also this is a jass resource, not vjass so libraries are kind of out of the picture.
i am working on updating it and have switched all of the actions to...
1 - Are the majority of your friends those with whom you play games?
2 - Do you try to find ways of playing your online game when you are not at home?
3 - Are you unable to predict the amount of time you'll spend gaming?
yes though mostly I spend my time modding games.
4 - Do you...
I play the piano, violin, oh also the fiddle. (though, violins and fiddles are the same instrument)
on the fiddle i can play "I danced my boots off" its a gypsy fiddle piece not very hard to play but is meant to be played at a break neck pace.
on the violin i can play the first movement in...
Google translator = You can also color the text Fa Dawa hot climb
which doesn't make sense i am guessing it means
you can also color the text for the description or something
please use English, my Chinese is non-existent.
thanks for testing the map.
Thanks :grin: (though i am not sure if Google translator gives an accurate translation),
working on removing the trigger leaks and i have modified all of the condition functions(that are used in place of actions) so that they return false(but haven't updated yet) and have added unit tracking...
well, you need to clear the damaged group not destroy it as destroying it completely gets rid of the unit group making so that you can't add units too.
by the way you are leaking a unit group in the bow damager trigger, put this
Custom Script: set bj_wantDestroyGroup = true
in front of the pick...