Hi people this thread is to help me improving my 2 engine i made
I found them very usefull and i would like to get poeple advice on how improving and also if i should release it!! thought its an engine its not really a spell's but u can take them to make spell's
actually i use GUI engine to save some code line much ass Vjass Librairy
maybe i didnt explain it good lolz here is the code itself
Badly some poeple are making spell,s and do not know alot!! I think this ressource could be useful since u could save huge line and many spell's.
I think a GUI Fading engine would not scare poeple that hate the usage of VJass.....not evry1 like and use Vjass even thought its best ......
Actually i made a tons of engine like that but most of them are only remake of other stuff for particular Situation or for my own needs
I dont think pro would not need to use this unless they wanna spare some time of coding
here is the variable call Exemple
I found them very usefull and i would like to get poeple advice on how improving and also if i should release it!! thought its an engine its not really a spell's but u can take them to make spell's
actually i use GUI engine to save some code line much ass Vjass Librairy
maybe i didnt explain it good lolz here is the code itself
Badly some poeple are making spell,s and do not know alot!! I think this ressource could be useful since u could save huge line and many spell's.
I think a GUI Fading engine would not scare poeple that hate the usage of VJass.....not evry1 like and use Vjass even thought its best ......
Actually i made a tons of engine like that but most of them are only remake of other stuff for particular Situation or for my own needs
I dont think pro would not need to use this unless they wanna spare some time of coding
here is the variable call Exemple
-
Actions
- -------- THOSE VARIABLE HAVE TO BE FILLED IN THE SPELL TRIGGER IN ORDER TO MAKE THE CORE RUN --------
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- -------- here i have set to no unit becuz its up to you to choose which unit will be fade most of time it will be : Last created Unit --------
- Unit - Create 1 Footman for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
- Unit Group - Add (Last created unit) to FadeGroupUnit
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- -------- we got a color fading option 2 :P : false = no color fading --------
- Set FadeColorYesNo = False
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- -------- we got a color fading option 2 :P : false = no color fading --------
- Set FadeUnfadeYesNo = False
- -------- do you want to unfade :P false = no :) --------
- Set FadeRemoveFromMapYesNo = True
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- -------- do you want the fading to become transparent ? --------
- Set FadeTransparencyYesNo = True
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- -------- 100 = full color --------
- Set FadeBlue = 100.00
- Set FadeGreen = 100.00
- Set FadeRed = 100.00
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- -------- here is the reduce we use on transparency & color fading if you want 2 --------
- Set FadeReduce = 10.00
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- -------- 100 = 100% invisibble --------
- Set FadeMaxTransparency = 100.00
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- -------- 0 = 100% visible --------
- Set FadeTransparency = 0.00
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- -------- here i run the core :) --------
- Trigger - Run Fade Core <gen> (checking conditions)
-
Fade Core
- Events
- Conditions
-
Actions
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- FADE_Index_Size Equal to 0
-
Then - Actions
- Trigger - Turn on Fade Loop <gen>
- Else - Actions
-
If - Conditions
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- -------- Increase the index size --------
- Set FADE_Index_Size = (FADE_Index_Size + 1)
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- -------- Dynamic Index --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- FADE_Index_Size Greater than FADE_Index_maxSize
-
Then - Actions
- Set FADE_Index[FADE_Index_Size] = FADE_Index_Size
- Set FADE_Index_maxSize = FADE_Index_Size
- Else - Actions
-
If - Conditions
- -------- Dynamic Index End --------
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- Set IndexInt = FADE_Index[FADE_Index_Size]
- -------- Setup those arrays --------
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- -------- do you want to unfade :P false = no :) --------
- Set FADE_UnfadeYesNo[IndexInt] = FadeUnfadeYesNo
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- -------- here is the unit to be faded :) --------
- Custom script: set udg_FADE_GroupUnit[udg_IndexInt] = CreateGroup()
- Unit Group - Add all units of FadeGroupUnit to FADE_GroupUnit[IndexInt]
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- -------- Do you want the faded unit to be removed from map ? mostly yes...... --------
- -------- unless u used it for a teleportation system ^^ you have to NOT remove the caster from the map :P --------
- -------- you may like the unit to be removed from map as soon he is invisible or destroy it within the spell... or maybe both O_O XD --------
- Set FADE_RemoveFromMapYesNo[IndexInt] = FadeRemoveFromMapYesNo
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- -------- do you want the fading to become transparent ? --------
- Set FADE_TransparencyYesNo[IndexInt] = FadeTransparencyYesNo
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- -------- if 100 = 100% transparent --------
- Set FADE_MaxTransparency[IndexInt] = FadeMaxTransparency
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- -------- this is the fade rate that will be removed from the max transparency --------
- Set FADE_Reduce[IndexInt] = FadeReduce
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- -------- the fade start at 0 and end at 100 by interval of 10 :P --------
- Set FADE_Transparency[IndexInt] = FadeTransparency
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- Set FADE_Blue[IndexInt] = FadeBlue
- Set FADE_Red[IndexInt] = FadeRed
- Set FADE_Green[IndexInt] = FadeGreen
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- Set FADE_MaxTransparency_Fake[IndexInt] = 0.00
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- -------- boolean to be sure the insteance reducing wont be spamm : must be alway set to true here --------
- Set FADE_Boolean[IndexInt] = True
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- Set FADE_Counter1[IndexInt] = 0
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- Unit Group - Remove all units of FadeGroupUnit from FadeGroupUnit
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- FADE_UnfadeYesNo[IndexInt] Equal to False
-
Then - Actions
-
Unit Group - Pick every unit in FADE_GroupUnit[IndexInt] and do (Actions)
-
Loop - Actions
- Animation - Change (Picked unit)'s vertex coloring to (FADE_Red[IndexInt]%, FADE_Green[IndexInt]%, FADE_Blue[IndexInt]%) with FADE_Transparency[IndexInt]% transparency
-
Loop - Actions
-
Unit Group - Pick every unit in FADE_GroupUnit[IndexInt] and do (Actions)
-
Else - Actions
-
Unit Group - Pick every unit in FADE_GroupUnit[IndexInt] and do (Actions)
-
Loop - Actions
- Animation - Change (Picked unit)'s vertex coloring to (FADE_Red[IndexInt]%, FADE_Green[IndexInt]%, FADE_Blue[IndexInt]%) with FADE_MaxTransparency_Fake[IndexInt]% transparency
-
Loop - Actions
-
Unit Group - Pick every unit in FADE_GroupUnit[IndexInt] and do (Actions)
-
If - Conditions
-
Fade Loop
-
Events
- Time - Every 0.05 seconds of game time
- Conditions
-
Actions
-
For each (Integer FADE_LOOP) from 1 to FADE_Index_Size, do (Actions)
-
Loop - Actions
- -------- This let look everything cleaner. --------
- Set IndexInt = FADE_Index[FADE_LOOP]
- -------- Condition... --------
- Set FADE_Transparency[IndexInt] = (FADE_Transparency[IndexInt] + FADE_Reduce[IndexInt])
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- FADE_Transparency[IndexInt] Less than FADE_MaxTransparency[IndexInt]
-
Then - Actions
- -------- if you wanted you could do a color fade ^^ : let go your imagination :P the only limit is your imagination ^^!! --------
- -------- you could even use FADE_Reduce to reduce the color :P --------
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- FADE_COLORYesNo Equal to True
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- FADE_UnfadeYesNo[IndexInt] Equal to False
-
Then - Actions
- Set FADE_Red[IndexInt] = (FADE_Red[IndexInt] - FADE_Reduce[IndexInt])
- Set FADE_Green[IndexInt] = (FADE_Green[IndexInt] - FADE_Reduce[IndexInt])
- Set FADE_Blue[IndexInt] = (FADE_Blue[IndexInt] - FADE_Reduce[IndexInt])
-
Else - Actions
- Set FADE_Red[IndexInt] = (FADE_Red[IndexInt] + FADE_Reduce[IndexInt])
- Set FADE_Green[IndexInt] = (FADE_Green[IndexInt] + FADE_Reduce[IndexInt])
- Set FADE_Blue[IndexInt] = (FADE_Blue[IndexInt] + FADE_Reduce[IndexInt])
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- -------- here i fade the target by a little formula --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- FADE_TransparencyYesNo[IndexInt] Equal to True
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- FADE_UnfadeYesNo[IndexInt] Equal to False
-
Then - Actions
-
Unit Group - Pick every unit in FADE_GroupUnit[IndexInt] and do (Actions)
-
Loop - Actions
- Animation - Change (Picked unit)'s vertex coloring to (FADE_Red[IndexInt]%, FADE_Green[IndexInt]%, FADE_Blue[IndexInt]%) with FADE_Transparency[IndexInt]% transparency
-
Loop - Actions
-
Unit Group - Pick every unit in FADE_GroupUnit[IndexInt] and do (Actions)
-
Else - Actions
-
Unit Group - Pick every unit in FADE_GroupUnit[IndexInt] and do (Actions)
-
Loop - Actions
- Animation - Change (Picked unit)'s vertex coloring to (FADE_Red[IndexInt]%, FADE_Green[IndexInt]%, FADE_Blue[IndexInt]%) with FADE_MaxTransparency_Fake[IndexInt]% transparency
-
Loop - Actions
-
Unit Group - Pick every unit in FADE_GroupUnit[IndexInt] and do (Actions)
-
If - Conditions
- -------- here i fade the target :) --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Else - Actions
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
-
If - Conditions
-
Else - Actions
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- -------- Destroy handles --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- FADE_Boolean[IndexInt] Equal to True
-
Then - Actions
- Set FADE_Boolean[IndexInt] = False
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- FADE_RemoveFromMapYesNo[IndexInt] Equal to True
-
Then - Actions
-
Unit Group - Pick every unit in FADE_GroupUnit[IndexInt] and do (Actions)
-
Loop - Actions
- Unit - Remove (Picked unit) from the game
-
Loop - Actions
-
Unit Group - Pick every unit in FADE_GroupUnit[IndexInt] and do (Actions)
- Else - Actions
-
If - Conditions
- -------- RecycleIndex --------
- Custom script: call DestroyGroup(udg_FADE_GroupUnit[udg_IndexInt])
- Set FADE_Transparency[IndexInt] = 0.00
- Set FADE_MaxTransparency[IndexInt] = 100.00
- Set FADE_Red[IndexInt] = 0.00
- Set FADE_Green[IndexInt] = 0.00
- Set FADE_Blue[IndexInt] = 0.00
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- Set FADE_Index[FADE_LOOP] = FADE_Index[FADE_Index_Size]
- Set FADE_Index[FADE_Index_Size] = IndexInt
- Set FADE_Index_Size = (FADE_Index_Size - 1)
- Set FADE_LOOP = (FADE_LOOP - 1)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- FADE_Index_Size Equal to 0
-
Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
-
If - Conditions
- Else - Actions
-
If - Conditions
-
If - Conditions
-
Loop - Actions
- -------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
- -------- Turn the trigger again off if the index_size is below 0... --------
-
For each (Integer FADE_LOOP) from 1 to FADE_Index_Size, do (Actions)
-
Events