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This system is just a very simple spawning system. It was made for my map and DonDustins map. Thought as this is so useful for TDs, AOS and hero defense maps I uploaded this to the public. It uses hanky's dynamic indexing template so credit goes to Hanky.
This system is fully MUI, recycling, yes Kingz would kill me if it wasn't. Yes it is GUI and yes it is very simple! But it supports a few very good features as:
Features
-Supports spawning type
-Supports spawning amount each interval
-Supports interval
-Supports amount of units aka waves you want to spawn them
-Supports location
-Supports random interval between spawning and constant interval as well
-Supports the angle of the spawning unit
-Collision
-Spawning Effects
-Very easy to apply and import
-Very useful for TD and AOS maps and hero defenses as well
-Heavyily documentated
Triggers
WARNING GOT VERY HEAVY DOCUMENTATION!
WATCH TRIGGERS AT YOUR OWN RISK!
Copy all the variables in the "apply" trigger, change them for your needs and you are good to go! Easy as that!
Have fun using this and sorry, hard to implent a good screenie of this but if mods want me to change screen or test map well then I have too but it shouldn't be necessary (A)
It was damn necessary to fix that screeny :/ , now fixed and the update is just about the test triggers, nothing about the actuall system.
v1.0 Released
v1.1 Fixed an awful bug as I used a useless variable in the filter trigger, also added the ability to create special effect on spawn
v1.1b Fixed Mod's request.
Change whatever you want in the system at your own risk and you have permission as long as you give credits to baassee when used
BPower:
12:20, 25th Feb 2016
Reason for re-review:
This spawn system has been reported as not working by users to the moderation team.
Fault finding:
You made one of the most common mistakes in GUI coding.
You transfered a location...
Reason for re-review:
This spawn system has been reported as not working by users to the moderation team.
Fault finding:
You made one of the most common mistakes in GUI coding.
You transfered a location handle from a scalar variable to an array of equal type.
Displayed in code set systemLoc[index] = tempLocation.
Then destroyed on the handle via RemoveLocation(tempLocation).
You forgot that this has equal effect on the information stored on the array location variable.
Finally the GUI wrapper for CreateUnitLoc takes an invalid location variable as argument and fails.
JASS:
function TheProblem takes nothing returns nothing
set tempLocation = Location(0., 0.)
set systemLoc[index] = tempLocation
call RemoveLocation(tempLocation)// Also affects systemLoc[index], as they are the same handle.
endfunction
function TheGoodSolution takes nothing returns nothing
set tempLocation = Location(0., 0.)
set systemLoc[index] = Location(GetLocationX(tempLocation), GetLocationY(tempLocation))
call RemoveLocation(tempLocation)
endfunction
function TheAcceptableSolution takes nothing returns nothing
set tempLocation = Location(0., 0.)
set systemLoc[index] = tempLocation
set tempLocation = null
endfunction
We have to set your system back to need fix, because this is a critical flaw within your spawn system. 12:12 GMT, 1st Mar 2011
Bribe:
There are a lot of spawn systems but I have nothing against multiple flavors. Code is tight and no leaks. Approved.
Jonny's and yours are written in vJass (vJass is very good... but you need JNGP and basic JASS knowledge for it).
I wouldn't recommend Alex' system at all.
It's a very simple system, well documented and I couldn't think of another function to add right now.
(Thanks for warning me about the documentation, it looked better when I removed it, but of course it is very useful for those who are still learning).
Of course, there are better spawn systems (as Anachron already pointed out), but I would still recommend this system for people who do not know JASS (let alone vJass), since it's a nightmare to import JASS-systems when you know nothing about it.
way to many triggers? there is actually only 2 triggers like a normal spell you need the apply trigger just contains the actions you have to add to YOUR trigger when you wanna use it...
way to many triggers? there is actually only 2 triggers like a normal spell you need the apply trigger just contains the actions you have to add to YOUR trigger when you wanna use it...
This is by far, the best spawn system in GUI written on THW.
Only thing i can suggest is adding a possibility to create a special effect when a unit is spawned.
I tested the recycling of indexes, it works flawlessly and i couldn't spot any leaks.
This shows the exact format a system in GUI should follow and therefore it got my vote.
Surely not the newest idea but the executions works great and ALL GUI users should refer to this system not Alex's or JASS ones(in case they don't know jass that is).
Voting for aproval and rating it 5/5, great resource indeed.
[offtopic]
I don't kill people who don't use recycling indexing, i just point it out as a flaw.
Yes about the special effects I considered it heavily but since I didn't find any use of it myself, I didn't add it Next version will have special effect.
i didnt take that long of a look but it looks great. good documentation, MUI and has many features. but i didnt seem to find that it supports spawning multiple units? just one. or am i wrong. if not plz do add that shouldn't be to hard
It does support multiple units but as it says, if you do, turn the collision of as they will spawn at the same spot and might get stuck into each other
I got your point about the waves and it is complicated to predefine different waves. As this also does waves with the interval it does it with one unit type. Still I made it very easy to make the apply trigger as simple as possible and anyone can do it, almost
nah shouldnt be that hard, the only thing that would be hard is to judge when next wave should pop up if you dont want an interval, as moste tds use food or something else to check
but I will think about it, it might come useful for TDers as Green TD and such, and about the interval, I figure it out haha prob you can choose, interval, food or something else who knows
Correction: isn't your portal system like this? (Your system was uploaded nearly a year after this).
And no, it isn't.
Your system is less GUI-friendly (having to type the rawcode of both the unit and the effect) and utilizes a completely different method to reach a comparable goal (yet still not the same).
Okay this is weird; is it just me or is anyone else not spawning units when this is used? Because I've tried both in my maps and in the original map, and no units are spawned
The map has been reported to be not working. Sorry, can't check it myself right now.
But the "Apply" trigger has nothing to do or? It is just an example, but the "Filter" is the actualy apply trigger? ;D
Variables seem to have no prefix.
Also a generic and global "TempInt" is used, which is not perfect as it works with unit creation, and therfor can evaluate other functions in between.
^This can cause bug.
^This might cause bug, because the there are 2 pointers pointing on one object.
If the object gets removed only for one of it, the other pointer also points on the removed object. So it is gets invalid.
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