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    [Useless] Array allocation

    Erm, being kinda homesick, having plenty of free time, blahblah.. in short decided to test how array allocation works. Conclusion: Arrays are resized (surely reallocated) when a size request is issued. In other words, the size of an array (and correspondingly the memory it takes) depends on...
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    System Toggle HP Regen

    A hack-ish way to disable unit's life regeneration. Has its cons, and as such, I suppose, non-suitable for approval. But still worth the submission imo, as I haven't seen a better way to disable a unit's HP regeneration (actually haven't seen any). Requires AIDS Optionally uses Damage...
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    Destroying/Recycling triggers/handles

    Could someone kind enough explain to me or point me to a resource why dynamic/local triggers are considered bad (considering they are destroyed correctly, including ta, attached data, etc, etc..), and in similarly the same question about timers/groups? Only for the speed gain? (*cough*...
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    A global hashtable? o.O

    Ynow, after we (in fact 'you') had that discussion about a global GROUP, isn't it time for a global hashtable, lols? =P No, apart from the jokes, there are many spells where only one row (column) of the hashtable is needed. Should I post some links? Though am sure everyone can find. So...
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    [WIP] FSInv

    A quick explanation: An early alpha of a full-screen inventory that will eventually support number of modules (socketing, randomstats, vendors, etc.), and has easy-to-use interface for the average JASS-er (sad, can't make such a thing in GUI, ynow...) Some details: I felt we were missing a...
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    Spell Non-stackable Basher

    Mm, saw it requested a few times (more specifically Crusher's tread out there that got unanswered for weeks) and decided to create 2 versions of the DotA-like basher: 1) Non-stackable basher. Really simple, just multiple bashers don't stack. Uses hashtables (requiring unit indexing for such a...
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    Undeclared method, sad?

    Any specific reason behind this library sadlib struct sadstruct integer int static constant method sadf takes nothing returns integer return 15 endmethod static method create takes nothing returns thistype...
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    Adding n multiplying huge numbers

    So ... I need to do some math with really huge (for the WE ... ) numbers which, it seems, aren't supported. Like, for example: set i = var1 * 2180262404997607 + var2 * 518986528207 + var3 * 123538807 + var4 * 29407 + var5 * 7 + var6 var1 is [1;18750] var2,var3,var4,var5 are [1;4200] So in...
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    WoW ... no, not simply the 'next one'

    Introduction I suppose your first reaction when you see the topic will be something like "WADAFAAAAK, no, not the next one !!!" ... well, lemme explain you my idea and my PoV I've played at least 3 open RPGs with the name 'WoW' ... and the thing that is obvious for me is that even a map with...
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    Armor, Reduction and Constants

    I began making a map ... WoW-like (not just a WoW map, but the WoW map that may not be finished at all xP ), where I want to use the same armor values and reduction as WoW. I know these 3 things: The way Warcraft III calculates reduction is: Reduction = (Armor * Const) / (1 + Armor * Const)...
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    Spellpack Icy Spell Pack

    Icy Spell Pack So this is my second submission for the spell index. I just saw there's another Icy-based spell pack (Frozen Pulse, Ice Ring, Rising Ice by hell_knight9) and I'm sorry if there are already such spells. Anyway, the pack contains three ice-theme spells: 1. Frost...
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    GroupEnumUnitsInRange(OfLoc)

    I was making a spell using the "GroupEnumUnitsInRange". the result = 0 units even if I try to pick every unit on the map. (They have collision size > 0 and are random Neutral Hostile Units). I tried the same with "GroupEnumUnitsInRangeOfLoc" and again nothing happens. Here's the shortened...
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    Spell Energy Shield

    Energy Shield: So ... this is the first spell I post somewhere. It basically creates a shield around the caster that absorbs damage with its "energy". When the shield ends (currently after 20 sec.) the unit is healed for amount equal to the shield's remaining "energy". Simple, isn't it...
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    View unit's height

    I'm making an ability that can be casted only in water. To do so I need to check the 'height' of the unit and if it's below 0 to allow it to cast the spell. The question is how to check it? I tried Crow Form - stuff, but the flying height isn't affected from the terrain deformations. PS...
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    One stupid JASS question

    It doesn't even deserve to be sent to the JASS section, but I have this: local real MaxDist = DistanceBetweenPoints(GetUnitLoc( target ), GetSpellTargetLoc()) call TriggerSleepAction( ( MaxDist / 2000.00 ) ) set MaxDist = 0 (I've removed some actions) I think it should work...
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    The best Map Optimizing

    I don't know if the place of this thread is here, but I want to ask which is the best way to optimize a map? I have Vexorian's Map Optimizer, Widgetizer & Heavy Locker. Also i know some ways to "protect" the map without program. Can I use the 3 programs and in which order to use them? (I know it...
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    A little damaging-ability question

    I want to make ability that damages the target, but has no stun and has missile art. I think I looked everywhere in the editor for such spell, but no luck :(. So is there a way to make this ability without triggers?
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    Unit's damage detect

    How can I detect a unit's damage? I think it cannot be done without many triggers, but maybe I miss something?
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    'Metamorphosis' Ability Help

    I want to create (modify) an ability so when the Demon Hunter (hero) learns it to becomes Demon (metamorphosis model) permanently, getting ranged attack + Life increase. Also the spell has 4 levels so I think can't base it on Bear Form or something like that. My first idea was to replace the...
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    Some type of 'range' problem

    How can I increase unit's range from which he can buy units (items) from taverns (shops)?
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