Search results

  1. Bannar

    [vJASS] [Snippet] InventoryEvent

    A system to catch a unit's inventory events. I've been using successfully for quite some time now. /***************************************************************************** * * InventoryEvent v1.0.1.8 * by Bannar * * For intuitive inventory event handling. *...
  2. B

    [vJASS] Missile

    Missile A library made to handle, optimize and ease projectile creation in your map. Core - Missile snippetTutorial - How to use MissileMiscellaneous library Missile Requirements Optional requirements Creators and destructors Module MissileStruct Static method...
  3. D.O.G.

    [Snippet] ZLibrary

    Functions require 1 custom destructable. Object Merger script for generating destructable is inside code, demo map is attached to the post. library ZLibrary //// by D.O.G. version 2.6 //// /////////////////////////////////////////////// /////////////////// A P I ///////////////////...
  4. TriggerHappy

    [System] UnitDex - Unit Indexer

    System Code library UnitDex uses optional WorldBounds, optional GroupUtils /*************************************************************** * * v1.2.2, by TriggerHappy * ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ * UnitDex assigns every unit an unique...
  5. Bribe

    [System] MissileRecycler

    Recycles missile dummy units while considering their facing angle. Warning: this uses an ObjectMerger statement to create a dummy unit with the rawcode 'dumi'. I have saved over my original test map data so I will have to rebuild the original tests I was using with this resource one day. Until...
  6. Aniki

    [vJASS] players

    PlayerArray - what force should've been library PlayerArray //! novjass General notes: A PlayerArray is a 1 based array (indices start from 1, not 0), that has a capacity for 16 elements, because 16 is the value of the bj_MAX_PLAYER_SLOTS = 16 (from blizzard.j) variable. A...
  7. Nestharus

    Resources That Have Yet To Be Coded

    If you find yourself at a loss for what to code or want to contribute to the community, then try your hand at coding one of these highly useful resources that has yet to be coded. Furthermore, there are plenty of current libraries that deserve updates (not listed). Designs and specifications...
  8. B

    [vJASS] TextSplat2

    You may be aware of TextSplat. It's a great alternative to texttag handles. As THW user there were a few things I disliked in TextSplat: Does not work with Bribes Table Suspended/permanent TextSplats keep the periodic timer running. I worked myself into TextSplat and changed the code, so it...
  9. PurgeandFire

    [System] Track

    Track Yes, another remake of an old system. :jd: Although, I believe this one is a bit warranted. It is basically Trackable2 but improved to be more efficient in terms of handles (only creates for active players) and to allow for mass-generation without freezing. (because Trackable2 would...
  10. Kazeon

    [vJASS] [Snippet] RapidSound

    Code library RapidSound requires optional TimerUtils globals // Actually, just leave this value private constant real MIN_DELAY_FACTOR = 4.0 endglobals /* v1.6 Description ¯¯¯¯¯¯¯¯¯¯¯ Allows you to play sounds rapidly and flawlessly...
  11. Magtheridon96

    [System] SoundTools

    This system allows you to play a sound immediately after creating it (Which is impossible inside Warcraft III) Basically, all what it does is start a timer and play the sound. It also recycles these sounds to decrease the amount of RAM used up. /***********************************************...
  12. B

    [Snippet] IsDestructableTree

    Easily distinguish between trees and other types of destructables. For best optimization make sure the harvester unit doesn't get indexed by your unit indexing system ( in case you use one in your map ) library IsDestructableTree uses optional UnitIndexer /* v1.3.1...
  13. B

    [vJASS] ImageTools

    ImageTools For you image needs About Images in Warcraft III There is an excellent documentation about the image handle on wc3.net. Main issues when it come to images: 1. An invalid filepath crashes the game. 2. An invalid imagetype ( index ) crashes the game. 3. Using native...
  14. muzzel

    [System] BuffHandler

    System BuffHandler requires: AIDS TimerUtils library BuffHandler requires AIDS, TimerUtils //******************************************* //* .___. //* / \ //* | O _ O | //* / \_/ \ //* .' / \ `. //* / _| |_ \ //* (_/ | | \_) //* \...
  15. Bannar

    [Snippet] RegisterEvent pack

    A non-trigger registering for native event types. Instead of creating multiple small threads I've decided to upload this as a pack. This resource is also available on github. Back in time when Maggy released RPUE I've written few additional, small snippets to provide similar functionality for...
  16. Bannar

    [Snippet] GetClosestWidget

    Old. Special thanks to Bribe, baassee and Troll-Brain. Rewritten. Modularity, configurability and efficiency - sums up the update. Note: treeOnly parameter (destructable module) cease to exist, reasoning: there is a filter argument already, thus if you want to seach for trees-only do it there...
  17. B

    [vJASS] CameraEQNoise

    CameraEQNoise Create timed camera shake for a player. library CameraEQNoise You will need TimerUtils or a backwards compatible version of it, to use CameraEQNoise. Be aware the the API is not safe in local traffic blocks, therefore avoid using GetLocalPlayer() in combination with...
  18. L

    [Snippet] Debug

    library DebugToolkit /*! by LuizBills | v1.1.0 */ globals private constant real MSG_DURATION = 60 // seconds private constant string COLOR_LOG = "FFFFFF" private constant string COLOR_WARN = "FF851B" private constant string COLOR_ERROR =...
  19. N

    [System] GetCamOffset

    GetCamOffset(x,y) is the only function to access from outside the library. It returns the camera z offset on a given terrain position, useful for placing the camera correctly for 3rd person cams and so on... however, does not work for destructables with an overfly-z-size, nor for water for...
  20. IcemanBo

    [vJASS] [Snippet] TileDefinition

    Info A specific terrain tile is defined by it's terrain type, but also through coordinates. While there exists a native GetTerrainType(), there is no native to get the geographical data of it. TileDefinition can give these geographical information about the location of a terrain tile. It can...
  21. MoCo

    [vJASS] [Snippet] Field of View (IsUnitInSight + IsUnitBehind)

    Hey everyone, this is a small library that provides 2 functions, one for detecting if a unit is within the field of view of another unit, and one for detecting if a unit is behind another unit (using a specified angle). For example, these functions can be used for stealth gameplay involving...
  22. IcemanBo

    [vJASS] [Snippet] GetUnitScale

    Description is in code. Code library GetUnitScale /* v1.3 Provides functionality to get a unit's current and default scale. The system expects the default scale value to be exactly 1.00. If you modified the value in the object editor for a specific unit, you have to...
  23. Kazeon

    [vJASS] [Snippet] LockBone

    Code library LockBone uses optional TimerUtils, optional Table, optional MissileRecycler /* v1.6 */ globals // If only you don't use MissileRecycler private constant integer DUMMY_ID = 'dumi' endglobals /* Description ¯¯¯¯¯¯¯¯¯¯¯...
  24. watermelon_1234

    [Snippet] Dummy Reuser

    This snippet is intended to allow different unit-type dummy units to be recycled. The documentation is inside the code. A test-map is also attached with a simple spell showing the recycling in action. //==========================================================================================...
  25. L

    [vJASS] [System] Physical Damage Detection

    Detection of Physical and Spell Damage > GUI Version available here < 1. Introduction and motivation I remember the problem of how to detect physical damage when I stopped mapping years ago. Back then there was no real way to achieve this, and so it is still said today. Although I found...
  26. Bannar

    [Snippet] ClickCouple

    Script is pretty self explanatory. This snippet provides an easy way to detect double click event. Credits to Azlier for orginal DoubleClick. /***************************************************************************** * * ClickCouple v1.4.0.3 * by Bannar * * Detects unit double...
  27. Kazeon

    [Snippet] GradientText

    Description A simple library used to add degradated color effect to any inputted message. Requirements - HexString by Spinnaker - JNGP Code library GradientText /* v3.2 */ requires HexString /********************************************************************************************...
  28. TriggerHappy

    [Snippet] AutoFly

    I thought Azlier had posted his script here, but I guess not (I know Nestharus had a version at one point). This basically removes the overhead of adding crow form to units before applying a custom fly-height. Requires UnitDex. library AutoFly initializer onInit requires UnitDex...
  29. PurgeandFire

    [Snippet] ReviveUnit

    ReviveUnit Revives a unit in a similar fashion to reviving a hero. Note it does not work on units who do not leave a corpse (e.g. exploded, does not decay etc.). Here is the code: library ReviveUnit /* 2.0.0.0 *************************************************** * * Resurrects a unit...
  30. iAyanami

    [System] Stun

    library StunSystem uses Table //******************************************************************************** // Stun - Version 1.2.0.0 - By iAyanami aka Ayanami //******************************************************************************** // // Stun: // - An...
  31. Bribe

    [Snippet] IPool

    Updated! Script: library IPool requires Table, Alloc /* IPool 3.0.0.0 by Bribe Special thanks to Pyrogasm on wc3c.net for the original Pools resource, and to Rising_Dusk for popularizing it. Quick Intro of IPool: Do you want a random integer from a multiple-choice list instead of a number...
  32. azlier

    [System] Rectwraps

    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //~~ Rectwraps ~~ By Azlier ~~ Documentation ripped off from Jesus4Lyf ~~ //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // What is Rectwraps? // - Rectwraps are essentially...
  33. Bannar

    [Snippet] DestructableRevival

    Improved version of my TreeRevival. Doesn't support not pre-placed destructables. "Tree" suggests that destructables are filtered, thus IsDestructableTree function is required. All credits go to PitzerMike for his IsDestructableTree and Bribe for it's updated version. Finaly, we got...
  34. Doomlord

    [Snippet] DelayedDummyRecycler

    Extension for Nestharus' Dummy that addresses quite a few annoying issues. Thanks to Geries and BPower for their help in improving this snippet. library DelayedDummyRecycler /* v1.0.0.7 ************************************************************************************* * * Delay dummy...
  35. Malhorne

    [Snippet] Complex Numbers

    If it can be used by someone I share it : library Complex/* ************************************************************************************ * Description * ------------------------- * * This is a library that allows you to use complex number to do some gemotry *...
  36. Bribe

    [Snippet] New Table

    Table is based on the philosophy that you can use one hashtable for your whole map. What it does is divide one hashtable into many different components, and each system in the map can have its own share of the hashtable. Taking advantage of parent keys and child keys to their fullest extent, the...
  37. TriggerHappy

    [Snippet] TimedHandles

    Use this to destroy a handle after X amount of seconds. TimerUtils is optional. library TimedHandles uses optional TimerUtils /************************************************************** * * v1.0.5 by TriggerHappy * ---------------------- * * Use this to destroy a handle after X...
  38. Cokemonkey11

    [System] Knockback3D

    Knockback3D Preface Jumps, Knockbacks, and throws are a common jass implementation because there are many design objectives desired for their behavior. No system does everything, and this is no different, but I do hope its features are useful to you. Limitations There are a few important...
  39. Zwiebelchen

    [System] DestructableHider

    library DestructableHider initializer init /* by Zwiebelchen v1.3 Destructables create an enormous amount of overhead on warcraft III maps, almost the same as units, especially walkable destructables. Thus, a large amount of destructables...
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