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For each (Integer LP_Integer[3]) from 1 to LP_Integer[2], do (Actions)
Loop - Actions
Unit Group - Pick every unit in LP_DummyGroup[LP_Integer[3]] and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
LP_Tick[LP_Integer[3]] Greater than 0
Then - Actions
Set LP_DummyPoint[LP_Integer[3]] = (Position of (Picked unit))
Set LP_Location2[LP_Integer[3]] = (LP_DummyPoint[LP_Integer[3]] offset by 50.00 towards LP_Angle[LP_Integer[3]] degrees)
Special Effect - Create a special effect at LP_DummyPoint[LP_Integer[3]] using Abilities\Weapons\Bolt\BoltImpact.mdl
Special Effect - Destroy (Last created special effect)
Unit - Move LP_Dummy[LP_Integer[3]] instantly to LP_Location2[LP_Integer[3]]
Lightning - Move LP_Lightning[LP_Integer[3]] to source LP_Location[LP_Integer[3]] and target LP_DummyPoint[LP_Integer[3]]
Set LP_Strike[LP_Integer[3]] = (Units within 125.00 of LP_DummyPoint[LP_Integer[3]] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy
Unit Group - Pick every unit in LP_Strike[LP_Integer[3]] and do (Actions)
Loop - Actions
Set LP_PickedUnit[LP_Integer[3]] = (Picked unit)
Set LP_PositionPickedUnit[LP_Integer[3]] = (Position of LP_PickedUnit[LP_Integer[3]])
Unit - Create 1 Lightning Ball Dummy Slower for (Owner of LP_Caster[LP_Integer[3]]) at LP_DummyPoint[LP_Integer[3]] facing LP_Angle[LP_Integer[3]] degrees
Unit - Hide (Last created unit)
Unit - Order (Last created unit) to Human Sorceress - Slow (Picked unit)
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Special Effect - Create a special effect at LP_PositionPickedUnit[LP_Integer[3]] using Abilities\Weapons\Bolt\BoltImpact.mdl
Special Effect - Destroy (Last created special effect)
Unit - Cause LP_Caster[LP_Integer[3]] to damage (Picked unit), dealing (75.00 x (Real((Level of Lightning Path for LP_Caster[LP_Integer[3]])))) damage of attack type Spells and damage type Normal
Unit Group - Add (Picked unit) to LP_NonStrike[LP_Integer[3]]
At least you know how to clean leaks. But it's not MUI, nor MPI. And it's basically a simple delayed thunder clap.... is this really worth the spell section?
Set LP_Location2 = (LP_DummyPoint offset by 50.00 towards LP_Angle degrees)
Unit - Move LP_Dummy instantly to LP_Location2
Lightning - Move LP_Lightning to source LP_Location and target LP_DummyPoint
Set LP_Strike = (Units within 125.00 of LP_DummyPoint matching ((((Matching unit) is Un bâtiment) Egal Ã* FALSE) and ((((Matching unit) is alive) Egal Ã* TRUE) and ((((Matching unit) is Insensible Ã* la magie) Egal Ã* FALSE) and ((((Matching unit) belongs to an enemy of (Ow
Groupe unit - Pick every unit in LP_Strike and do (Actions)
Loop - Actions
Unit - Create 1 Lightning Ball Dummy Slower for (Owner of LP_Caster) at LP_Location facing Orientation bâtiment par défaut degrees
Unit - Hide (Last created unit)
Unit - Order (Last created unit) to Sorcière humaine - Lenteur (Picked unit)
Unit - Add a 2.00 second Générique expiration timer to (Last created unit)
Set LP_LightningStrike[(Integer A)] = (Last created lightning effect)
Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Weapons\Bolt\BoltImpact.mdl
Special Effect - Destroy (Last created special effect)
Unit - Cause LP_Caster to damage (Picked unit), dealing (75.00 x (Real((Level of Lightning Path for LP_Caster)))) damage of attack type Sorts and damage type Normal
Unit Group - Add (Picked unit) to LP_NonStrike
Special Effect - Create a special effect at LP_DummyPoint using Abilities\Weapons\Bolt\BoltImpact.mdl
Special Effect - Destroy (Last created special effect)
You can try learining from my spells (Links below)
They use a lot of Hashtables and are pretty well documented. Just don't learn from Eternal Winter, I created it learning Hashtabling
gaby-boy, why are you so against Hashtables???
It's much much more easier to understand a Code in Hashtables than one in Indexing. And it takes pretty longer to clean the Indexing...
gaby-boy, why are you so against Hashtables???
It's much much more easier to understand a Code in Hashtables than one in Indexing. And it takes pretty longer to clean the Indexing...
There are both cons and pros in these
Yeah indexing is faster as the only thing you do is use arrays
Re-indexing however is slower than flushing a hashtable.
Blizzard tech team made it, you can't just outsmart them that easily.
Also DotA uses hashtables, and as far as i'm aware of, it's been working flawlessly for a very long time, even when it was using Gamecache instead of HT which is way more slow.
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