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Help me! JAWS are eating me.

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I don't really understand how this.var works. xD
If dynamic indexing or GUI crap is at hand, you know, 4 indices, 4 instances, one instance expires, indices switch with the last to dynamically reform the spell.

1 spell is cast = first instance (integer #1)
2nd is cast = 2nd instance (integer #2)

Like that. I hope you understood. :D

Updated the list.
 
I'm studying because I have the evil exams week to close the semester ^^
The ultimate goal of exams is to piss students off... You're not just forced to remember stuff, you're also expected to answer stuff. The thing with school is that they encourage nerds, you know, nerds like to study and brag about how good they are at remembering things. Me, I barely passed my exams when I was still at school, because I was busy chasing my dreams, which are skirts, which were floating around the campus like dandelions on a summer day. Such sweet memories, it still lingers in thine memory. Oh sweet youth! Why hast thou escape thee?!
 
@Malhorne-Bro-SkirtBuster:
• First, find the person you hate the most.
• Then, smash your laptop on his face.
• Get a new one using his money (extort him).
• ???
• Profit!!!
 
No!Hating is the darkside.Don't succumb to your emotions!Use the Force Malhorne.It will show you the righteous way!(or just steal Chobibro's PC,either thing works)
 
You show the utmost love when you hate. Hate breeds love, love breeds people. So says the great Confuseyou!
 
To put simply, love shall cease to exist if one fails to hate. Yin and Yang, Yang and Yin, Yin and Yang, Yang and Yin, ???, Profit!!!
 
Is 10 abilities possible? I'd use a spell book for the stat stuff.
You drunk bro? :P
I don't drink alcohol, so I can't be. I rub it on my wounds though, so that might explain why...
 
Is alcohol too light for you? :P
Also yes don't think that you can actually do sth like that.But can't you give another hero that boost your hero?Or use a worker and lumber to do such upgrades?
 
Well, I made a ninja pact on the mirror when I was 5 to not drink alcohol because he killed my gramps.

Is alcohol too light for you? :P
No, I'm not that arrogant lol. It's just my way of life dude, no offense intended (in case you were offended).
 
Pst. Chobibro, if you may, please finish my three requests. :D

JASS:
unit - caster
integer - FunctionInt( just add this as an argument, I'll point it to the Damage Mod)
integer - functionint2 same as above.
real damage
unit dummy( the specimen)
boolean damageAllies
boolean damageEnemies
boolean damageStructures
boolean damage(may or may not whirl) people around the whirled(*)
^required real AoE(circumference from the whirled to pick people and damage them)
^required boolean whirl encountered too(add to the whirl list encountered and damaged units)
^required string Target SFX(on people around the whirled list)

real circumference(how large the people are picked from)
real whirl speed(how fast people go in circles)
string Whirled SFX(effect on whirled people)
string SFX(effect on the specimen)
boolean killspecimenatend(Well, yeah)
real duration

specimen = dummy
whirled list = people being whirled. This group increases in size as more units are sucked.

Also please make it like Kb3d, arguments that many are too confusing. :(



JASS:
unit caster
real duration
real AoE
real interval
real damage
string ground sfx
string target sfx(units hit)
integer functionint(I will direct it once again to the damage mod)
real towardsdegrees(angle in which the damage projects from caster)
real damage width(angle in which units are picked from caster)(180 for a total back, 0 for front)

Damages units in an angle every (interval) seconds.



JASS:
Dream Vortex
Creates a vortex at the target location. Groups enemies and damages them per second. Every second, regroups the enemies and deals damage multiplied by the number of units in the group.
(Initial pick +damage, every interval = pick(old picks are preserved) + damage)

The vortex moves with the caster in a random point within 450 range. Damage interval is 1 second. Creates lightning at every enemy leading to the vortex.

API
unit caster
real damage
real radius
real duration


Plus functionint 1 and 2 for each spell as an argument. Thank you.
 
Which requests? Those three? If so, could you explain it more, I don't understand what I should do, specially in the second and third one. What does "move with the caster" mean? You mean it should follow the caster like a pet or something?
 
lol, I don't think I can make it either because I'm still a bit busy with stuff, but I'll try lol.

Why steal computers while you can just steal a battery?
Why steal a battery? When you can steal his laptop. Then sell it back to him -> Profit!!!

EDIT:
• Malhorne steals Paliouras' laptop
• Malhorne paints the laptop pink
• Malhorne reformats the Disk
• Malhorne sells it back to Paliouras
• ???
• Profit!!!
 
I got too bored to wait for Malhorne's reply, and Locations aren't enough to crash a map, so I made this. Yet it bugs. I wanted to calculate if the facing angle of the hero/target is similar to the angle between x and targetx.
JASS:
    //Frontal Assault Off
    if GetUnitAbilityLevel(udg_DamageEventSource, 'B03M') > 0 then
        set udg_B = GetUnitAbilityLevel(udg_DamageEventSource, 'A09O')
        set udg_TempPoints[0] = GetUnitLoc(udg_DamageEventSource)
        set udg_TempPoints[1] = GetUnitLoc(udg_DamageEventTarget)
        //Caster Part
        set udg_TempReals[0] = GetUnitFacing(udg_DamageEventSource)
        //Compare target's facing to damage source point.
        //Once turned by AlwaysPos, check if the difference is less than 45 degrees.
        set udg_TempReals[2] = AlwaysPos(udg_TempReals[0] - AngleBetweenPoints(udg_TempPoints[0], udg_TempPoints[1]))
        call BJDebugMsg(R2S(udg_TempReals[2]))
        if udg_TempReals[2] < 46. then
            call BJDebugMsg("Works")
            set udg_DamageEventIncrease = udg_DamageEventIncrease + (0.05 + (0.05 * I2R(udg_B)))
        endif
        //Target Part
        set udg_TempReals[0] = GetUnitFacing(udg_DamageEventTarget)
        set udg_TempReals[2] = AlwaysPos(udg_TempReals[0] - AngleBetweenPoints(udg_TempPoints[1], udg_TempPoints[0]))
        call BJDebugMsg(R2S(udg_TempReals[2]))
        if udg_TempReals[2] < 46. then
            call BJDebugMsg("Works")
            set udg_DamageEventIncrease = udg_DamageEventIncrease + (0.05 + (0.05 * I2R(udg_B)))
        endif
        call RemoveLocation(udg_TempPoints[0])
        call RemoveLocation(udg_TempPoints[1])

AlwaysPos function:
JASS:
function AlwaysPos takes real posc returns real
    if posc < 0. then
        set posc = posc - (posc * 2.)
        return posc
    endif
endfunction

The problem: In-game, the debug message sometimes displays 300.00 + real values, which would be impossible, because the maximum value should be 90.

- Caster attacks unit (90 degrees)
- Caster faces the other direction(180 degrees)
180 - 90 = 90

Aside from that, even if the caster is facing the target head-on, sometimes, ''Works'' does not show up. And the second part rarely even works(target part).
Please help me.

+ Posted at WEHZ.
 
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