Updated percent facing to return 0% in the case of 100%.
Apr 1, 2011 #21 Nestharus o-o Reaction score 84 Updated percent facing to return 0% in the case of 100%.
Jun 17, 2011 #23 Nestharus o-o Reaction score 84 Fixed percent hero xp again =P. I broke >level 1 in last update ;D, haha. now it all works officially =P I tested >1 and 1 ; P Man, don't know what I was thinking on the math, and it's so simple >.<.
Fixed percent hero xp again =P. I broke >level 1 in last update ;D, haha. now it all works officially =P I tested >1 and 1 ; P Man, don't know what I was thinking on the math, and it's so simple >.<.
Aug 28, 2011 #25 Nestharus o-o Reaction score 84 Updated to use SetHeroLevelX since SetHeroLevel is buggy
Sep 2, 2011 #26 J Jedi New Member Reaction score 63 Shouldn't percent X/Y functions use playable map area's coordinates instead of worldbounds?Maybe they should I am not sure
Shouldn't percent X/Y functions use playable map area's coordinates instead of worldbounds?Maybe they should I am not sure
Sep 2, 2011 #27 Nestharus o-o Reaction score 84 no, playable map area is initial area where map can be played. the world bounds is the entire map.
Sep 2, 2011 #28 J Jedi New Member Reaction score 63 That is why said that, so a unit will never be able to reach %100 with its own movement how sad
Sep 2, 2011 #29 Nestharus o-o Reaction score 84 er, playable map area can change... hence why world bounds is used. If you used playable map area, the max % is unknown.
er, playable map area can change... hence why world bounds is used. If you used playable map area, the max % is unknown.