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  1. Av3n

    Damage Engine 5.7.1.2

    @maxodors there is a link to one such version if you click the Requirements tab:
  2. Av3n

    The guide is quite old, so I'm not too surprised something has broke since then.. I'm not sure...

    The guide is quite old, so I'm not too surprised something has broke since then.. I'm not sure if I've got time to update the guide properly though :/
  3. Av3n

    Warcraft III Reforged - Community Feedback

    Could it be possible to separate Holy Light and/or Death Coil valid damage target fields and valid healing target fields in the Object Editor? It would be nice, as this would allow one to make use of the native error messages for invalid targets.
  4. Av3n

    Reputation (+4): (Post) Thanks for the review Blasterixx!

    Reputation (+4): (Post) Thanks for the review Blasterixx!
  5. Av3n

    Thanks General Frank!

    Thanks General Frank!
  6. Av3n

    Damage Engine 5.7.1.2

    Thanks for the update Bribe! I can confirm that damage now registers when utilising a dummy to cast a spell within the DamageEvent. I suspect the recursion issue I ran into was likely linked to it... I'll need to see whether I can replicate it with 5.7.0.0 in the near future.
  7. Av3n

    Damage Engine 5.7.1.2

    That probably explains why the 0 second timer trick works then. No worries and thanks for looking into it! I'm looking forward to the next release then~ (I do need to get familiar on which set of debug messages to enable to make my bug reporting more precise in the future. So thanks for the tip!)
  8. Av3n

    Damage Engine 5.7.1.2

    Just an update on my investigation on the suspected bug I'm reporting... So, using a dummy caster to cast a spell within a call TriggerRegisterVariableEvent(t, "udg_DamageEvent", EQUAL, 1.00 ) block will prevent one of the Damage Engine triggers to not fire ~ which inadvertently prevents the...
  9. Av3n

    Damage Engine 5.7.1.2

    I can confirm in the MWE that only AfterDamageEvent doesn't prevent damage from registering. When I apply the adjustment to the map I'm working on, the FPS drops significantly after a few auto-attacks. I'll look into figuring out what causes this. Then, I'll incorporate in the MWE.
  10. Av3n

    Damage Engine 5.7.1.2

    So... I've encountered a strange bug with 5.6.2.0 (as well as 5.6.1.0). There are instances where using a dummy unit to cast a spell on a target in a "udg_DamageEvent" block completely prevents the damage instance. I don't think I've encountered this issue with Damage Engine 5.4.2.3 based on...
  11. Av3n

    The Black Road v1.39b2

    Updated to include a tab about the handover of TBR development from FatherTime, with scribbles over the emails and IRL names. I sadly don't have the specific chat log from the 2000s which verifies the specific handover of the unprotected 1.X map (RIP MSN Messenger). NB: TBR 2.X is now handled...
  12. Av3n

    The Black Road v1.39b2

    I'll get around to doing that before the end of the week!
  13. Av3n

    The Black Road v1.39b2

    I'm going to assume this would have been @MindGazer? Regardless, I'm currently in communication with Ralle about whether the proof of the handover of TBR development from FatherTime to myself would be sufficient.
  14. Av3n

    The Black Road v1.39b2

    One last clarification then... Then, is this your own personal stance? Just doing a sanity check here :)
  15. Av3n

    The Black Road v1.39b2

    Single-player is not a requirement according to your map submission rules. See Map Submission Rules 21 June revision. So it kind of looks bad when a staff member doesn't truthfully state their own rules... Unless it is some sort of hidden sub-rule that I can't make out. This is unfair for any...
  16. Av3n

    The Black Road v1.39b2

    That has been reported already :)
  17. Av3n

    The Black Road v1.39b2

    I'm afraid that's a Wc3 tooltip bug we have no control over. If a spell doesn't have an auto-cast border, do not expect the auto-cast to work. The reason why it is like this is due to my predecessor utilising the base ability to do an enhanced auto-attack skill. Noted. I suspect that this...
  18. Av3n

    The Black Road v1.39b2

    Last I checked, you'll need at least Wc3 1.30+.
  19. Av3n

    The Black Road v1.39b2

    Sorry for the late response... Yes, this is being worked upon by us three at the moment.
  20. Av3n

    Such is the life of being active during the late 2000s haha

    Such is the life of being active during the late 2000s haha
  21. Av3n

    2005 is indeed a long time ago haha. I imagine it would be from wc3c.net? I didn't do too much...

    2005 is indeed a long time ago haha. I imagine it would be from wc3c.net? I didn't do too much on HIVE back then
  22. Av3n

    Sunken City Rogue

    Could you look into the hand and weapon attachment points? I've noticed that they aren't hooked onto the right bones etc. when attaching effects to those attachment points in-game.
  23. Av3n

    Damage Engine 5.7.1.2

    Alright, I'll make sure to do that. Two triggers was... the fastest way I could think of to make a reproducible test-map. The lifesteal SFX trigger was how I noticed something went awry.
  24. Av3n

    Damage Engine 5.7.1.2

    I've attached a simple demo map with a modified Poison Arrows [AEpa] ability that uses a 0.01 buff duration to detect whether the player uses and auto-casts the ability. Two additional triggers have been implemented on top of the latest version of Damage Engine. The first trigger (Flame Arrows)...
  25. Av3n

    Damage Engine 5.7.1.2

    But, I suspect the Poison Arrows ability might be causing a similar glitch as Cold Arrows in 5.4.2.1? In particular, when you deal damage with the UnitDamageTarget native on one the event responses and it fails to run the subsequent events. I'll get around to sorting out a test map of this...
  26. Av3n

    [vJASS] FileIO

    I'm wondering if this method isn't functioning as intended on patch 1.31? This is because the toy example provided on the thread when executed on 1.31 produces an empty string instead of "hello".
  27. Av3n

    Reputation (+4): (Post) Cheers for pointing me to the tip!

    Reputation (+4): (Post) Cheers for pointing me to the tip!
  28. Av3n

    Macro won't get executed

    I didn't think of that possibility.. Thanks for the link @KILLCIDE!
  29. Av3n

    Macro won't get executed

    Stumbled upon this thread as I was researching the error reported here. What is the current status quo about the fix?
  30. Av3n

    Team Discussion

    When I start gobbling the old spells up, I might have some requests for you. Note that the time when I start is undetermined. -Av3n
  31. Av3n

    Coders Discussion

    Yep you got what I meant Eleandor ^^. One thing I like with the new Table is the fact we can add mission key tags (or whatever Vex done) as a second field. However that compiles to a function call instead of it being inlined. If I get sometime I'll start remaking some spells... -Av3n
  32. Av3n

    Coders Discussion

    True, the thing is that I reckon we should just use standard Gamecache functions instead of using table. @Table: I think that's the maxium amount of tables you can have. I highly doubt that we can break the limit, but we'll see. 1 primary cache to store stuff on the player's cpu And a temp one...
  33. Av3n

    Coders Discussion

    I actually don't have any idea about the gamecache stuff lol. Apart from the fact you can only have 256 gamecaches in one map. But to stay safe... Table only for Spells/Systems. Normal Gamecache for porting stuff over to other maps. -Av3n
  34. Av3n

    Coders Discussion

    Never heard of Assertions before. K I think I might re-make some of my old spells soon enough. Btw Hanky how's the damage system coming along? -Av3n
  35. Av3n

    Coders Discussion

    Well since it's multiple people working on the same project. it would be nice to know that everyone was using the same systems, which is exactly what I need to know. -Av3n
  36. Av3n

    Coders Discussion

    Hanky: What systems you are using to make spells? -Av3n
  37. Av3n

    Coders Discussion

    Last thing not everyone has the free time to do it. Ok enough about Grimoire. Can anyone post up the scripts/systems being used in Wc3WoW? I might code a few spells again (Since vJass can be used again!) Oh and for a damage system, I think this will serve well (IMO) LINK, along with an...
  38. Av3n

    Coders Discussion

    Obviously it ain't as easy as it seems Eleandor. Well you could always ask Zoxc and anone who has updated it and make a custom version for you with those keywords. -Av3n
  39. Av3n

    Coders Discussion

    Hmm.... If TBR ever gets done on my side, I might do some spells... again -Av3n EDIT: How would you use Campaign Jass without breaking the campaign file itself? The only logical way I could think of is disable pJass + WE's checker let the campaign compile then running Campaign Jass. EDIT2...
  40. Av3n

    {Closed} Need A Terrainer?

    Learn how to use raise/lower in the terrain editor if you want to have a higher chance of getting in. -Av3n
  41. Av3n

    [April Fools!] Release Date Information

    I actually do believe it since. WarSoc as stated by MindWorX is working, however only the private version is so... -Av3n
  42. Av3n

    Coders Discussion

    @Craka: vJass doesn't cause critical errors and etc. It's just very annoying to do the vJass importing process, since you have to do everything manually via MPQ editor (it's the only way you can do it without losing half of the stuff which has already been done.) -Av3n
  43. Av3n

    Coders Discussion

    Last time I worked in Wc3WoW... CSCache CSSaftey (Edited to use udg_vars) SimError BonusMod Maybe they don't use them no more, but so those are the core systems from ages back. -Av3n
  44. Av3n

    Team Discussion

    My 2 cents cause I can still access the forums ^^ Any "good" JASS programmer is good. Any JASS programmer that can use the core systems good is a miracle. -Av3n
  45. Av3n

    Typecasting - Handle to integer

    Because it's H2I, and it's a code resource. -Av3n
  46. Av3n

    {Closed} Open Beta?

    They are. -Av3n
  47. Av3n

    EGUI - Very Useful

    And I hate to jump in but... EGUI is just JASS functions in a Graphical User Interface. WHAT?!?! Yes it is, same goes with WE Unlimited and UMSWE. In fact JassNewGen Pack is just another way to compile vJass. If you thinking that vJass bugs... vJass is just Jass, it makes coding easier. Look at...
  48. Av3n

    Busterkomo's T.D.L.

    You are one lucky person Craka_J =) -Av3n EDIT: Talking about custom interfaces... http://wc3campaigns.net/showthread.php?t=102351&highlight=DGUI I know it is vJass but I just want your coder to have a look at how they done it, perhaps cause you can pretty much do it in JASS as well.
  49. Av3n

    I don't really have time right now bro. I' ll try make some after new Years

    I don't really have time right now bro. I' ll try make some after new Years
  50. Av3n

    The AI Editor

    Hmm... How to make a Campaign AI - Wc3campaigns, that tutorialp is dedicated for campaign ais. If you still don't understand, pm me -Av3n
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