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12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.
02:33, 22nd Jul 2012
Magtheridon96:
Anyways, good job here ^_^
You don't need the imported models by the way.
I really love your style of coding.
IcemanBo: Too long as NeedsFix. Rejected.
02:33, 22nd Jul 2012
Magtheridon96:
- Check out Hanky's dynamic index method
- Check out Bribe's Damage Engine.
You shouldn't use the "Attack" event to detect damage, that's totally abusable. I can attack a unit and press stop rapidly, and still fire the trigger. - You don't need to null globals. This means that you don't need to reset everything when you destroy a spell instance.
- Your spells need to have configuration triggers where the user can easily modify spells. (Duration, AoE, damage, special effects, etc...)
- Dividing by 1 is useless
- The spells in the testmap should have 0 cooldowns and manacosts.
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Unit - Create 1 Cataclysm Dummy for (Owner of CatacylsmCaster[CataclysmLoop]) at (Position of CatacylsmCaster[CataclysmLoop]) facing Default building facing degrees
Just replace that (Position...) call with CatacylsmCasterLoc -
Anyways, good job here ^_^
You don't need the imported models by the way.
I really love your style of coding.