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Hero Contest #3 - Avatar

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Level 9
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Second WIP

View attachment spencenator.w3x

No new abilities, but all the previous stuff is cleaned up, sfx'ed, optimised, and finished up.

I am having a problem with one thing however. When both abilities are active, a lightning affect appears. But when one of them is disabled, while the lightning affect does go away like it should, the last lightning stays and never gets destroyed.

^help please? and leave comments...
 
Level 37
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@Spencenator

Turn those periodic triggers on/off when needed. They don't have to run all the time.

"Set" trigger has leaks.

Does "Function" really need to update every 0.01 second?

Try to avoid using custom values.

0.03 might be a better update rate for the leviathan's movement, 0.05 looks jerky.

Add these lines to "Disable" to destroy the lighnings:
  • Lightning - Destroy (Load 6 of (Key (Triggering unit)) in Compound_Hash)
  • Lightning - Destroy (Load 7 of (Key (Triggering unit)) in Compound_Hash)
@cool_is_i

You have three triggers for Hack, you should onlyu have one.

You have three triggers for Virus, you should onlyu have one. It also leaks.

Digitize is not MUI and leaks.
 
Level 17
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Offtopic:

xxdingo93xx I haven't seen a spell/spellpack on the THW from you in a long time, if it ain't a secret, why?

Also i hope the link helped :p

I am lesser active in the production. Probably I'm gonna make one cinematic left and that's it with me modding! Ye....reasons for that? Uhm ... the usual ones I guess xD reallife is probably the best.
The links really helped :p Haven't asked whether these libraries are legal to use or not though :eek: well well, whatever :p how's your submission goin?
 
Level 25
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My submission?

Really lazy to make the final spell, just wrote the template for it, im too lazy to write some struct methods.

Gonna leave it sitting for several days more and then look into it ;)

It is sad you aren't making stuff for the spell section anymore, i enjoyed your spellpack a lot ^^
 
Level 17
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My submission?

Really lazy to make the final spell, just wrote the template for it, im too lazy to write some struct methods.

Gonna leave it sitting for several days more and then look into it ;)

It is sad you aren't making stuff for the spell section anymore, i enjoyed your spellpack a lot ^^

I'm glad that you like(d) my spellpack =) oh and btw, I'm, lacking ideas and creativity lately. Probably, it would better to keep any useful idea for a spell in my backhead and let it go at more important situations like in contests :p
That's another reason why I "stopped" being active in the spell section
 
Level 11
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I have decided to drop off this contest. Again, I have misjudged the amount of time needed and the amount of time I can spare. Sorry about that.
 
Well it is hard to think of a unique idea because there are already a lot of spells which have the idea you thinked of or you got a creativity block.

I usually let an idea come to me, i let it sit out for several days since the worst ideas are the forced ones :p

You are correct, but, I'm afraid the coding aspect usually sacrifices a good idea. I mean, it's not the same judging a nice spell in GUI and a nice spell in Jass. Admit it or not (referring to everyone), GUI is too underestimated.
 
Level 11
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You are correct, but, I'm afraid the coding aspect usually sacrifices a good idea. I mean, it's not the same judging a nice spell in GUI and a nice spell in Jass. Admit it or not (referring to everyone), GUI is too underestimated.

I second that. Some people think that because a spell is written in GUI, it's crap, no matter how well-written or efficient it is.
 
Level 17
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I second that. Some people think that because a spell is written in GUI, it's crap, no matter how well-written or efficient it is.

Compared to the spells written in Jass, most GUI spells are crap indeed. I'd just say Jass delivers a bigger "tool" than GUI. You can enlargen any aspect much easier. GUI makes it too hard sometimes to handle certain problems.
 
Let's put it this way:

I have seen loads of GUI spells which
  • Are not MUI
  • Are full of leaks
  • Are full of bugs
  • Are really simple, such as damage over time, or even just direct damage, with no extra effects
  • Are described as "My first spell! Please rate high!"

I have yet to see a Jass spell submitted which fits more than a couple of those points, whereas the number of GUI spells which fit most or even all of them is overwhelming.

Sure, there are some decent spells in GUI, but most are crap.

For vJass it's the opposite. Most people who are capable of learning Jass are also capable of making a decent spell. This implies, IN GENERAL:
  • GUIers = stupid / new / "noobish" / don't know how to make spells
  • Jassers* = clever / experienced / know how to make great spells
*(especially vJassers, who can get their heads around encapsulation and object oriented programming)

[/rant]
 
Well, that is normal. When people open the editor, the first interaction with the Trigger Editor is the GUI, that is why you see "newbies" (not noobs). I wouldn't call them stupid, I would call them naive or unaware of the editor's full functionality. Most users become better, when practising with the Editor; some require greater amount of time to become familiar with this tool, others lesser. Anyway, we still path ourselves into the big issue of GUI vs. Jass and, even if I use GUI myself, I know that Jass is a win (I won't even argue about that, because I know what Jass can do and what GUI can). My statement had to do with the biased aspects towards GUI, that's all.
 
Level 25
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I don't think you can be a noob when it comes to WE, you can be a newbie, you can be clueless but a noob is reserved for gamers who suck even though they play a game a lot.

On the topic:

You can't say GUI is crap compared to JASS because GUI is JASS in a shell.

I agree it is less efficent but there are some really good GUI spells on this site and GUI codes.

However the BJ functions mostly put the GUI efficency down, and i am still confused why blizz made those stupid "swap" BJ's.

GUIers = stupid / new / "noobish" / don't know how to make spells

Don't offend people which use GUI, i used GUI a lot and even made it as efficent as possible and there are a LOT of great resources on THW which use GUI(look at Paladon's resources, their download number and their ratings).

I myself find that sentence quite offending.
 
Level 9
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Dec 6, 2007
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mmk, my hero is coming along nicely, just got 1 ability to go, but i'm having a major problem. The code fault isn't very major, it just looks really bad. Screenies:

war3-20100407-1006117.jpg


That's a lightning affect that shows up when both the turrets and the leviathan are out.

war3-20100407-1006185.jpg


That's what happens when something get turned off

  • Leviathan Bonus
    • Events
      • Time - Every 0.05 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Lightning_Death_Delay and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is in Compound_Group) Equal to False
            • Then - Actions
              • Game - Display to (All players) the text: grr!
            • Else - Actions
          • Lightning - Destroy (Load Bonus_Lightning1 of (Key (Picked unit)) in Compound_Hash)
          • Lightning - Destroy (Load Bonus_Lightning2 of (Key (Picked unit)) in Compound_Hash)
          • Unit Group - Remove (Picked unit) from Lightning_Death_Delay
      • Unit Group - Pick every unit in Active_Leviathan_Group and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is in Compound_Group) Equal to True
            • Then - Actions
              • Unit Group - Add (Picked unit) to Lightning_Death_Delay
              • Set Temp_Loc_1 = (Position of (Load Leviathan_Reference of (Key (Picked unit)) in Leviathan_Hash))
              • Set Temp_Loc_2 = (Position of (Load Compound_Turret1 of (Key (Picked unit)) in Compound_Hash))
              • Set Temp_Loc_3 = (Position of (Load Compound_Turret2 of (Key (Picked unit)) in Compound_Hash))
              • Custom script: set udg_Temp_Lightning_1 = AddLightningEx( "AFOD" , true, GetLocationX(udg_Temp_Loc_1), GetLocationY(udg_Temp_Loc_1), GetLocationZ(udg_Temp_Loc_1) + 750, GetLocationX(udg_Temp_Loc_2), GetLocationY(udg_Temp_Loc_2), GetLocationZ(udg_Temp_Loc_2) + 60)
              • Hashtable - Save Handle OfTemp_Lightning_1 as Bonus_Lightning1 of (Key (Picked unit)) in Compound_Hash
              • Custom script: set udg_Temp_Lightning_2 = AddLightningEx( "AFOD" , true, GetLocationX(udg_Temp_Loc_1), GetLocationY(udg_Temp_Loc_1), GetLocationZ(udg_Temp_Loc_1) + 750, GetLocationX(udg_Temp_Loc_3), GetLocationY(udg_Temp_Loc_3), GetLocationZ(udg_Temp_Loc_3) + 60)
              • Hashtable - Save Handle OfTemp_Lightning_2 as Bonus_Lightning2 of (Key (Picked unit)) in Compound_Hash
              • Custom script: call RemoveLocation(udg_Temp_Loc_1)
              • Custom script: call RemoveLocation(udg_Temp_Loc_2)
              • Custom script: call RemoveLocation(udg_Temp_Loc_3)
            • Else - Actions
that's the trigger. I'm lost, been going over this since the third day in, but i haven't the slightest idea why this is happening. Any help would be greatly appreciated.

EDIT: ah yes, element of water, how's that for an efficient, leak-free, and effective GUI trigger? i do ALL of my coding in GUI, and i find it suits my needs just fine :D
 
You don't have to create the Lightning every that tick. You have to create the lightning once (on the spell's first trigger) and use
  • Custom script: call MoveLightningEx
to move it. You can also use an integer that increases per 0.05 and, when it comes to a certain value, Destroy the Lightning (it will work like a timer).

P.S. Add
tag, because you spam the size of the page.
 
Level 9
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233
@Pharaoh mmk, i'll use that. Thanks!

@Maker apologies maker, i must have accidentally skipped over your post. I'll add your suggestions, Thanks!

EDIT: oh yeah, whats the name for the aerial shackles lightning effect? i don't like the finger of death
 
The name is "LEAS". Here is a list of the lightnings:
JASS:
LIGHTNING_TYPE_CHAIN_LIGHTNING_PRIMARY = "CLPB"
 LIGHTNING_TYPE_CHAIN_LIGHTNING_SECONDARY = "CLSB"
 LIGHTNING_TYPE_DRAIN = "DRAB"
 LIGHTNING_TYPE_DRAIN_LIFE = "DRAL"
 LIGHTNING_TYPE_DRAIN_MANA = "DRAM"
 LIGHTNING_TYPE_FORKED_LIGHTNING = "FORK"
 LIGHTNING_TYPE_HEALING_WAVE_PRIMARY = "HWPB"
 LIGHTNING_TYPE_HEALING_WAVE_SECONDARY = "HWSB"
 LIGHTNING_TYPE_LIGHTNING_ATTACK = "CHIM"
 LIGHTNING_TYPE_MAGIC_LEASH = "LEAS"
 LIGHTNING_TYPE_MANA_BURN = "MBUR"
 LIGHTNING_TYPE_MANA_FLARE = "MFPB"
 LIGHTNING_TYPE_SPIRIT_LINK = "SPLK"
 
Level 9
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Messages
233
that list is gold! thanks

@Gamecrafter, oh, the pictures? i dunno why that happened, just came out like that. Used WeGame

EDIT: it doesn't like my script

  • Custom script: call MoveLightningEx(Temp_Lightning_1, true, GetLocationX(udg_Temp_Loc_1), GetLocationY(udg_Temp_Loc_1), GetLocationZ(udg_Temp_Loc_1) + 750, GetLocationX(udg_Temp_Loc_3), GetLocationY(udg_Temp_Loc_3), GetLocationZ(udg_Temp_Loc_3) + 60)
 
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