- Joined
- Sep 9, 2007
- Messages
- 6,759
Sup m8tes.
I am currently starting a new system called "CustomMissle".
This will replace xecollider and have its features plus tons of new features which could be added because I totally recreate that engine.
My main aspects are:
Optionally detects
Download it here.
[JASS="EventHandler"]private interface eventHandler
//: If we have a homing missle, we can just use this to react on the
//: target reached event.
method onTargetReach takes nothing returns nothing defaults nothing
//: Whenever the missle touches an unit it will trigger this event.
//: Note: You will need to enable unit hitting first!
//: (set .hitunits = true)
method onUnitTouch takes unit theUnit returns nothing defaults nothing
//: Whenever the missle touches a destructable it will trigger this event.
//: Note: You will need to enable destructable hitting first!
//: (set .hitdests = true)
method onDestTouch takes destructable theDestructable returns nothing defaults nothing
//: Whenever the missle touches a terrain wall it will trigger this event.
//: Note: You will need to enable terrain hitting first!
//: (set .hitwalls = true)
method onWallHit takes nothing returns nothing defaults nothing
//: Whenever the missle touches a missle wall it will trigger this event.
//: Note: You will need to enable missle hitting first!
//: (set .hitmissles = true)
method onCollide takes CustomMissle theCollider returns nothing defaults nothing
//: This will be runned the first time the unit moves (and only once).
//: Note: Paused units do not move.
method onStart takes nothing returns nothing defaults nothing
//: This will be runned everytime the missle is in proceeding,
//: whether its active or not.
method onLoop takes nothing returns nothing defaults nothing
//: This will be runned at the end, in the destroy method.
method onEnd takes nothing returns nothing defaults nothing
//: This will be runned right after the creation.
//: Use this to apply your missle settings here.
method onCreate takes nothing returns nothing defaults nothing
//: This will return the missle speed.
//: Use this method to slow / freeze missles.
method getMissleSpeed takes nothing returns real defaults 0.
endinterface[/code]
Any other idea what you are missing?
I am currently starting a new system called "CustomMissle".
This will replace xecollider and have its features plus tons of new features which could be added because I totally recreate that engine.
My main aspects are:
- Fast
- Flexibel
- High vJass design
- User friendly
Optionally detects
- Units touching
- Destructable touching
- Wall touching
- Missle touching
Download it here.
[JASS="EventHandler"]private interface eventHandler
//: If we have a homing missle, we can just use this to react on the
//: target reached event.
method onTargetReach takes nothing returns nothing defaults nothing
//: Whenever the missle touches an unit it will trigger this event.
//: Note: You will need to enable unit hitting first!
//: (set .hitunits = true)
method onUnitTouch takes unit theUnit returns nothing defaults nothing
//: Whenever the missle touches a destructable it will trigger this event.
//: Note: You will need to enable destructable hitting first!
//: (set .hitdests = true)
method onDestTouch takes destructable theDestructable returns nothing defaults nothing
//: Whenever the missle touches a terrain wall it will trigger this event.
//: Note: You will need to enable terrain hitting first!
//: (set .hitwalls = true)
method onWallHit takes nothing returns nothing defaults nothing
//: Whenever the missle touches a missle wall it will trigger this event.
//: Note: You will need to enable missle hitting first!
//: (set .hitmissles = true)
method onCollide takes CustomMissle theCollider returns nothing defaults nothing
//: This will be runned the first time the unit moves (and only once).
//: Note: Paused units do not move.
method onStart takes nothing returns nothing defaults nothing
//: This will be runned everytime the missle is in proceeding,
//: whether its active or not.
method onLoop takes nothing returns nothing defaults nothing
//: This will be runned at the end, in the destroy method.
method onEnd takes nothing returns nothing defaults nothing
//: This will be runned right after the creation.
//: Use this to apply your missle settings here.
method onCreate takes nothing returns nothing defaults nothing
//: This will return the missle speed.
//: Use this method to slow / freeze missles.
method getMissleSpeed takes nothing returns real defaults 0.
endinterface[/code]
Any other idea what you are missing?
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