Missile System with Arcs in GUI[Kingz]v1.4

This bundle is marked as approved. It works and satisfies the submission rules.
If you have suggestions about angle calculations tell me.
Currently it works based on Moyack's formula for Parabola and it's fine.
How does the arc movement work? Via offset rather than angles.
You define an maximum offset it can reach from it's normal course and it builds up the angle itself.
Features a Z arc movement also.
Things to do:
-Add homing missiles
-Add Z facing function
-Add more examples
Updates:

-fixed missile spawning bug


-replaced speed variable with distance to reach variable


-added documentation
-added damage source setting
-added height checking for damage
-added damage variable
-added impact effects
-added hit unit effects
-added damaging


-no more a beta rellease
-features precise missile impact point now
-you may rate/aprove it now


-removed a typo that caused a leak


-removed handle checker
-added dynamic index recycling


-removed debug messages
-improved dynamic index recycling a bit


-improved loop index reduction method


Keywords:
system, missile, arc, curve, GUI, MUI, projectile
Contents

Missile system with arcs in GUI (Map)

Reviews
14:05, 6th Apr 2009 Eccho: Do I have to write this review? I already spoke with you alot about it, and with Paladon, and Hanky. The scripting is great, does not leak, and the arc system is very cool, and as far as I can see, well documented and...

Moderator

M

Moderator

14:05, 6th Apr 2009
Eccho:

Do I have to write this review? I already spoke with you alot about it, and with Paladon, and Hanky. The scripting is great, does not leak, and the arc system is very cool, and as far as I can see, well documented and really efficient. Good job having this highly recommended. For a GUI user, this is just great :D
 
Level 23
Joined
Nov 29, 2006
Messages
2,483
Hey Kingz, this is awesome :D

However, you know the handle checker I created? It seems to tell me that you leak ._.
(And no, it's nothing wrong with the checker, you know that. Ive tested it with my own system and it is not lying there).

Bah, but I cant seem to find the issue ~~
I was going to rate this highly recommended, because you have really done an awesome job. Please notify me if you find something which could be causing the issue.
 
Level 23
Joined
Nov 29, 2006
Messages
2,483
yes, I suspected that it didnt leak anymore after speaking with Hanky.
Silly me that Gui does not work the same way as Jass ._:

Gratz Kingz, it is a well deserved system. Highly recommended:D
 
Level 15
Joined
Jul 19, 2007
Messages
613
Kingz you asked me to check this map and found leaks...

well so i did as well you said that you used leak checker so i haded to download it and test it as well leak checker told me about one leak and ofc that what he told me was wrong you don't leak anything its just a tool's problem that it does not detect "jass code" which means if you used ForGroup it would leak but since you used ForGroupBJ it does not leak the reason why is simple... tool simple did not and "can't check" did you before sleep or after sleep as well as upper and down the line ForGroupBJ. what it needed to check was did you put:

set bj_wantDestroyGroup = true

well this line of code is complicated for any tool so i would suggest you to ignore this error as simple its really hard to make real time coding leak check coz sleeps are unprecious and (you did not use sleeps) but for thous who do it would be hard for creator of tool to make that and waste time on it...

once again just ignore it its leak free!
If you have any more of questions fell free to notify me!
~Dark Dragon
 
Level 25
Joined
Jun 5, 2008
Messages
2,572
Thanks everyone for your time and it's strange how the number of handles constantly increase.
I must say i found the issue though it still increased the number of handles i found my mistake:
  • Set MS_missile_eff[MS_index[[COLOR="Red"]3[/COLOR]]] = (Last created special effect)
I used MS_index[3] and not MS_index[2] in the MS init trigger.
 
Level 23
Joined
Nov 29, 2006
Messages
2,483
Actually, it isnt strange anymore Kingz. You see, a GUI trigger uses BJ functions, Im sure you know that:p. And you know what Blizzard's BJ functions is like. They do not null locals there. So, that is why the counter increases, even though there is no leak.
 
Level 25
Joined
Jun 5, 2008
Messages
2,572
I could have used natives and non BJ functions but that would make my system like 50% custom scripted and the point of it is GUI friendly.
So nevermind it anymore, the leak is gonne and it works, now i am developing a dynamic index recycler for Paladon's Indexing system.
EDIT:
I don't use Leak Check as it gives me a fatal error when i try to start it :(
 
Level 12
Joined
Sep 29, 2008
Messages
671
Nice system do tell me on any updates. I'm using this on my map... 5/5 ^^
Most of my maps are personal maps "mainly because heroes are named after my friends" that's why I don't upload them here "They might think it sucks that way" and one reason why I am not updated with any bugs on the map.

So do tell me when it is updated... xD LOL!
 
Top