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12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.
22:05, 20th Jul 2012
Magtheridon96:
IcemanBo: Too long as NeedsFix. Rejected.
22:05, 20th Jul 2012
Magtheridon96:
- GetUnitLoc( ... ) creates a location object, and you aren't destroying it. Since you're using the custom scripts, you might as well avoid the BJs. Also, currently, if s is not set to the string, it will crash the thread. This might also desync a game because the string table might not be in perfect sync for all players. This is how it's done in JASS:
JASS:set tt = CreateTextTag() call SetTextTagPos(tt, GetUnitX(udg_DamageEventTarget), GetUnitY(udg_DamageEventTarget), 160) call SetTextTagText(tt, I2S(R2I(udg_DamageEventAmount)) + "!", 0.023) call SetTextTagColor(tt, 229, 0, 0, 0) call SetTextTagPermanent(tt, false) call SetTextTagVelocity(tt, 0, 0.0355) call SetTextTagVisibility(tt, GetLocalPlayer() == GetOwningPlayer(udg_DamageEventSource)) call SetTextTagFadepoint(tt, 0.3) call SetTextTagLifespan(tt, 0.5) set tt = null
I'm sure you can just put that into custom scripts. <: - The periodic trigger adds 0.03 to the duration variables, and yet it only runs once every second =o
- You don't need to null the globals :/
- The custom font and models in the testmap are not really necessary. I'll allow them to stay since you gave credits and since the file is only 180KB which is acceptable.
- Since you're using GUI SpellEvent, you should at least remind the user to modify the index you're using to register the ability.