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  • *facepalm*

    The Projectile System requires:

    - AIDS
    - T32
    - Event
    - Vector
    - AutoFly
    - GroupUtils
    - Linked List module
    - Projectile Recycler (optional)

    Hahahaha... But it won't need the Linked List module if J4L updates T32.
    >And I mean't like.... rather tahn an arrow for example face the same flat facing on the entire parabola, will it face the direction of the parabola so eventually it will face down or something.

    Yes it works like that. When it first starts, it will face up, then level out, and eventually face down before hitting the ground.

    >It was when I set attack cooldown to 0.00 and backswings to 0.00, and projectile speed to like 500. I ordered an attack. The missiles would arc, but as soon as I moved the target, they would go back lower. Strange.

    Yeah I just tested it too. Seems like blizzard couldn't be bothered doing homing parabolic missiles either, haha.
    >I think Warcraft when it has an arc, it just goes back to default Z if the target moves a bit.

    Wow, that's a useful bit of information. That will make my job a lot easier.

    For the homing missiles, I was thinking something like a disjoint. If the unit moves more than X distance in one interval, then disjoint the projectile and make it not home.

    >Hmm.... SetUnitLookAt()? What for? And do missile on parabola straight or face curved? (Dunno how explain?)

    If I understand correctly... Parabolic missiles face the proper direction now. :D So they look good.

    >By the way, 2:55 PM and you are on. GAH. HATE SCHOOL. SO HOT.

    Hahaha, yep.. Still on uni holidays. Don't go back until March 1st. :D
    More information (Hit the character limit):

    Also, users can also slow, accelerate and pause projectiles, as well as manually change their target coordinates (that method plus the onLoop method basically makes a homing projectile anyway).

    I also have a Projectile Recycler library that allows... projectile recycling. :p

    But that can only really be used for maps that don't have arrow type projectiles because I can't get those SetUnitLookAt() functions to work properly (they don't face the exact coordinates), and those functions don't work for parabolic projectiles. But it is still a cool addition.

    There is also vertical collision detection, however the whole idea of vertical collision detection is flawed due to the differences in unit model heights. So this doesn't work perfectly, nor will it ever for anyone.

    Oh yeah, and it is pretty efficient. Last time I stress tested it, I got to about 100+ projectiles with no visible lag. That was with collision detection off though.
    The Projectile System is undergoing a lot of changes but it is still coming along. You can probably be a tester for it soon.

    I decided to change from using gravity to using parabolic equations for arcing projectiles. I found it gives much more control to the user by allowing them to specify specific target coordinates and actually having the projectile land there (which doesn't work so well with gravity).

    So far it has two main methods of projection:

    JASS:
    
    this.projectDefault()
    
    // and:
    
    this.projectWithArc()


    Of course the names can change, but these allow two specific uses: straight line projectiles and parabolic projectiles.

    I am still thinking of adding homing missiles but that would make parabolic projectiles complicated/inefficient.

    The system has GroupEnum functionality, unit collision and projectile collision (looking for a better solution).

    I also just got zFacing to work for parabolic projectiles. :D

    Anything else you think I need to add?
    Lol! :p Dunno, but I certainly use mine... I think the people who submit stuff aren't the people who use systems, in general. o_O
    I used a trigger to also force them to select the unit that self soul-gemmed. Which is when the crash occurred. :p

    Crashing their WC3 or CPU may depend on their operating system.
    I mean that you smush two events onto one trigger and differentiate between them with GetTriggerEventId. That's bad for efficiency, and looks messy.
    Message from Tru_Power22

    Ok here it is.

    Copy over the following abilities:

    Alcoholic rage (Hero Ability)
    Alcoholic rage (Effect)
    Alcoholic Rage slow/miss

    Also, copy over all the alcoholic rage triggers from the demo map.

    Again, this is not MUI.



    http://www.mediafire.com/?ftu42knddmy
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