- Joined
- Feb 9, 2009
- Messages
- 1,801
Always excited for new projectile systems!
(3 ratings)
That this system doesn’t allow you to track a unit target instead of an xy target is a serious deficiency, as that is something one usually needs a projectile to do.?
Why would I use this system over any others already in the database? What does it provide, optimize, improve upon, or execute in some novel way?
Always excited for new projectile systems!
Relying on InitTrig functions (which will not work if the name of the trigger is changed) and not using simple scoping and encapsulation keywords like private/public
UnitMovingPointInd == 0
).
allocate
and deallocate
methods can be defined by extending the struct via extends array
.
this system doesn’t allow you to track a unit target instead of an xy target is a serious deficiency, as that is something one usually needs a projectile to do.
JassHelper 0.A.0.0 It's really not complicated.I still haven't learned vJass except for the globals.
Sorry for the delay. However, I don't really intend to re-write this system in vJass currently.
Oh, my badIt's not UnitMovingPointInd, it's udg_UnitMovingPointActiveInd
I made an example using it in the test map.
Sfxs have bad support for colliding against sfxs, units can also be used locally however way more limiting until we can create new object editor content in game. That's why you have to use dead dummy units aka corpses or locusted dummy units to reduce their performance costs. Just because something is new doesn't always mean better, the sfx natives do handle movement a little better at least.Why not use the new special effect natives for the projectile system?
Special Effects have the big advantage that they can be used kinda locally, meaning setting the effect path for all others to an empty string, and only to the desired effect for target player.
Also Units are much more performance taking than special effects. We have those natives now, use them.
SureI don't know if it would be too complicated but it would be cool if there was an option to arc the missile
That's awesomeSure
How can I make a spell like [Projectile running damage path] but deals damage only once to each unit?