- Joined
- Jul 31, 2012
- Messages
- 2,217
lol, go back to work you barry xP
#include barry.lib
int main
{
printf("Barry is godlike dude !\n");
return 0;
}
*Chobibo for helping in Script Fixes
-> WEHZ & T&S Helpers for helping in script fixes.
function Trig_KB3D_Variable_Creator_Actions takes nothing returns nothing
set udg_CP_HiddenItems[0] = null
set udg_CP_HiddenItemsIndex = 0
set udg_CP_HiddenItemsIndex = 0
set udg_CP_Item = null
set udg_CP_Point = null
set udg_CP_PointIsWalkable = false
set udg_CP_Rect = null
set udg_KB3D_Accel = 0.00
set udg_KB3D_Angle = 0.00
set udg_KB3D_CW_HiddenItems[0] = null
set udg_KB3D_CW_HiddenItemsIndex = 0
set udg_KB3D_CW_Item = null
set udg_KB3D_Counter = 0
set udg_KB3D_DestroyTree = false
set udg_KB3D_DisableUnit = false
set udg_KB3D_Fx = ""
set udg_KB3D_Fx_Attach = ""
set udg_KB3D_HA = null
set udg_KB3D_Harvester = null
set udg_KB3D_Instances = 0
set udg_KB3D_Range = 0.00
set udg_KB3D_Speed = 0.00
set udg_KB3D_Targeted_Unit = null
set udg_KB3D_Unit = null
set udg_KB3D_UnpathableStop = true
set udg_KB3D_Zoffset = 0.00
endfunction
//===========================================================================
function InitTrig_KB3D_Variable_Creator takes nothing returns nothing
set gg_trg_KB3D_Variable_Creator = CreateTrigger( )
call TriggerAddAction( gg_trg_KB3D_Variable_Creator, function Trig_KB3D_Variable_Creator_Actions )
endfunction
function Trig_Untitled_Trigger_001_Actions takes nothing returns nothing
endfunction
//===========================================================================
function InitTrig_Untitled_Trigger_001 takes nothing returns nothing
set gg_trg_Untitled_Trigger_001 = CreateTrigger( )
call TriggerAddAction( gg_trg_Untitled_Trigger_001, function Trig_Untitled_Trigger_001_Actions )
endfunction
function InitTrig_KB3D takes nothing returns nothing
////////LOOP
set gg_trg_KB3D = CreateTrigger( )
call TriggerRegisterTimerEvent( gg_trg_KB3D, 0.031250000, true )
call TriggerAddCondition( gg_trg_KB3D, function KB3D_Loop_Actions )
call DisableTrigger( gg_trg_KB3D )
////////REGISTRATION
set udg_KB3D_Registration = CreateTrigger( )
call TriggerAddCondition( udg_KB3D_Registration, function KB3D_Registration )
set udg_KB3D_Harvester = CreateUnit(Player(15), 'hpea', 0, 0, 0)
call ShowUnit(udg_KB3D_Harvester, false)
call UnitAddAbility(udg_KB3D_Harvester, 'Aloc')
set udg_KB3D_HA = InitHashtable()
////////Check Walkability System by PnF
set udg_CP_Rect = Rect(0, 0, 128.00, 128.00)
set udg_CP_Item = CreateItem('wtlg', 0, 0)
call SetItemVisible( udg_CP_Item, false )
endfunction
Bribe;2000658 said:That's why I named this Knockback 2D, because I plan to release
a Knockback 3D at some point
@ zv27, what knockback are you referring to? This code does better
than any knockback I've seen in regards to handling collision sizes.
For example, Berb's Knockback Lite, where I got the formulas from,
uses an item to check for pathing which is limited to size 16 collision
and will therefore throw units into impassible terrain much of the
time. This system needs to be more complex than his in order to
avert the bugginess.
call TriggerAddCondition(trigger, Condition(function code))