1. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  2. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still havn't received your rank award? Then please contact the administration.
    Dismiss Notice
  3. The Lich King demands your service! We've reached the 19th edition of the Icon Contest. Come along and make some chilling servants for the one true king.
    Dismiss Notice
  4. The 4th SFX Contest has started. Be sure to participate and have a fun factor in it.
    Dismiss Notice
  5. The poll for the 21st Terraining Contest is LIVE. Be sure to check out the entries and vote for one.
    Dismiss Notice
  6. The results are out! Check them out.
    Dismiss Notice
  7. Don’t forget to sign up for the Hive Cup. There’s a 555 EUR prize pool. Sign up now!
    Dismiss Notice
  8. The Hive Workshop Cup contest results have been announced! See the maps that'll be featured in the Hive Workshop Cup tournament!
    Dismiss Notice
  9. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

[System] MissileRecycler

Discussion in 'JASS Resources' started by Bribe, Oct 27, 2011.

  1. Bribe

    Bribe

    Joined:
    Sep 26, 2009
    Messages:
    8,037
    Resources:
    25
    Maps:
    3
    Spells:
    10
    Tutorials:
    3
    JASS:
    9
    Resources:
    25
    No indexer needed. The dummy is supposed to have a raven form ability in Object Editor. The Object Merger statement will set all that up automatically.
     
  2. Almia

    Almia

    Joined:
    Apr 24, 2012
    Messages:
    4,856
    Resources:
    35
    Spells:
    30
    Tutorials:
    4
    JASS:
    1
    Resources:
    35
    The unit indexer is just for catching one of those to be disabled when creating the dummy units.
     
  3. Quilnez

    Quilnez

    Joined:
    Oct 12, 2011
    Messages:
    3,251
    Resources:
    37
    Icons:
    2
    Tools:
    1
    Maps:
    7
    Spells:
    21
    Tutorials:
    2
    JASS:
    4
    Resources:
    37
    I thought the ability should be removed before we can modify the fly height.
    Btw, what do you think about adding delay parameter to RecycleMissile function? So that we can choose to remove the dummy immediately or not.
     
  4. Almia

    Almia

    Joined:
    Apr 24, 2012
    Messages:
    4,856
    Resources:
    35
    Spells:
    30
    Tutorials:
    4
    JASS:
    1
    Resources:
    35
    then why not use Flux' DummyRecycler ;)

    or why not turn the Vertex ARGB of the dummy to 0, 0, 0, 0, since the appearance only resets when getting the recycled dummy
     
  5. Bribe

    Bribe

    Joined:
    Sep 26, 2009
    Messages:
    8,037
    Resources:
    25
    Maps:
    3
    Spells:
    10
    Tutorials:
    3
    JASS:
    9
    Resources:
    25
    Removing the ability is only done for units who you can click on so their command card isn't weird. The only reason to remove it from a dummy is if the dummy has another ability sharing that order string. Likely never happened in all WC3 history.

    The DEATH_TIME is a constant. It allows all standard missile death animations to pass in that span.
     
  6. Quilnez

    Quilnez

    Joined:
    Oct 12, 2011
    Messages:
    3,251
    Resources:
    37
    Icons:
    2
    Tools:
    1
    Maps:
    7
    Spells:
    21
    Tutorials:
    2
    JASS:
    4
    Resources:
    37
    I'm having fps drop problem since the dummy units never reset to their original position (map edge). Guess I will have to do it manually. :(
     
  7. Bribe

    Bribe

    Joined:
    Sep 26, 2009
    Messages:
    8,037
    Resources:
    25
    Maps:
    3
    Spells:
    10
    Tutorials:
    3
    JASS:
    9
    Resources:
    25
    How many dummy units?
     
  8. Quilnez

    Quilnez

    Joined:
    Oct 12, 2011
    Messages:
    3,251
    Resources:
    37
    Icons:
    2
    Tools:
    1
    Maps:
    7
    Spells:
    21
    Tutorials:
    2
    JASS:
    4
    Resources:
    37
    This is the spell. It fires a lot of missiles. So I'm sure there are a lot of dummy units as well. I tried to replace the dummy's model with abomination and yes, there were indeed a lot of dummy units. :p But it's anticipated now.
     
  9. Bribe

    Bribe

    Joined:
    Sep 26, 2009
    Messages:
    8,037
    Resources:
    25
    Maps:
    3
    Spells:
    10
    Tutorials:
    3
    JASS:
    9
    Resources:
    25
    I've updated the constant for the Dummy owner to be identical between 1.29 and legacy versions, though this is kind of pointless in 1.29 with the ability to modify a special effect without needing to attach it.
     
  10. Almia

    Almia

    Joined:
    Apr 24, 2012
    Messages:
    4,856
    Resources:
    35
    Spells:
    30
    Tutorials:
    4
    JASS:
    1
    Resources:
    35
    This is still not obsolete since DummyCasters need insta-facing.
     
  11. Bribe

    Bribe

    Joined:
    Sep 26, 2009
    Messages:
    8,037
    Resources:
    25
    Maps:
    3
    Spells:
    10
    Tutorials:
    3
    JASS:
    9
    Resources:
    25
    Not rly. If you remove the 'Amov' ability from them they don't have to turn to cast. I've used this technique in some of the spells I fixed up for some members, though credit goes to either Maker or PurgeAndFire.
     
  12. Almia

    Almia

    Joined:
    Apr 24, 2012
    Messages:
    4,856
    Resources:
    35
    Spells:
    30
    Tutorials:
    4
    JASS:
    1
    Resources:
    35
    I was about to drop a reply in regards with Dummy Caster system using MissileRecycler, but then I saw Bribe's last reply. Gonna try that weird stuff.