- Joined
- Oct 18, 2008
- Messages
- 945
Disclaimer: I mostly come here for specific purposes and am quite unaware of happenings, codecraft and the state of science. Everything following may be horribly wrong or invalidated by something simple I haven't heard of.
The problem:
Warcraft 3 really doesn't like waits. GUI "wait" is a cruel joke/eldritch monstrosity and triggers can't create timer variables, only refer to the pre-created ones. I said "give me a spell that does a thing 10 seconds after it is used", the world editor made inappropriate remarks about my mother.
Warcraft 3 is constantly running itself, because duh. But it can't run a wait without you first filling out fifty forms in chinese and sacrificing a goat. You're tempted to create a useless dummy unit that will notify the game for your effects at the end of its timed life, but a couple hundred instances of that will just kill the game.
So, really just go ahead and make some code to tell blizzard's code to do things exactly like what it's already figuring out for approximately all the hardcoded behavior?
Alternatively, find a function of the game that's effectively a timer, but hardcoded and replicable to your desire. I've made an extremely durable footman, and spawn a hero unit which gains a point of its main attribute and therefore damage with each iteration. the projectile is extremely slow and by changing the distance I'd create a timer. Though the attacker is removed shortly after sending it, the damage value of the projectile will remain and upon impact, remind the target what the array number of further instructions is. These units could be hidden away outside of camera bounds, or whatever.
Issues:
- Other than the Reaction Delay gameplay constant there are minimal inaccuracies in timing.
- Projectiles can live up to 60 seconds.
Questions:
- Efficient? Who knows.
- Reliable? ...Probably?
- Is there a better function to use for this?
Uses:
- ???
The problem:
Warcraft 3 really doesn't like waits. GUI "wait" is a cruel joke/eldritch monstrosity and triggers can't create timer variables, only refer to the pre-created ones. I said "give me a spell that does a thing 10 seconds after it is used", the world editor made inappropriate remarks about my mother.
Warcraft 3 is constantly running itself, because duh. But it can't run a wait without you first filling out fifty forms in chinese and sacrificing a goat. You're tempted to create a useless dummy unit that will notify the game for your effects at the end of its timed life, but a couple hundred instances of that will just kill the game.
So, really just go ahead and make some code to tell blizzard's code to do things exactly like what it's already figuring out for approximately all the hardcoded behavior?
Alternatively, find a function of the game that's effectively a timer, but hardcoded and replicable to your desire. I've made an extremely durable footman, and spawn a hero unit which gains a point of its main attribute and therefore damage with each iteration. the projectile is extremely slow and by changing the distance I'd create a timer. Though the attacker is removed shortly after sending it, the damage value of the projectile will remain and upon impact, remind the target what the array number of further instructions is. These units could be hidden away outside of camera bounds, or whatever.
Issues:
- Other than the Reaction Delay gameplay constant there are minimal inaccuracies in timing.
- Projectiles can live up to 60 seconds.
Questions:
- Efficient? Who knows.
- Reliable? ...Probably?
- Is there a better function to use for this?
Uses:
- ???
Last edited: