Recent content by Executor

  1. Executor

    First of all you have to get from GUI to plain JASS (Second Tutorial; Third Tutorial) And then...

    First of all you have to get from GUI to plain JASS (Second Tutorial; Third Tutorial) And then from JASS to vJASS. So much to the tutorials the forum comprises (maybe there are more). I personally learned JASS via converting GUI-Triggers to Jass and trying to modify and understand them. I...
  2. Executor

    Im currently not interested in a greater project. But I suggest to you to learn Jass/vJass, as...

    Im currently not interested in a greater project. But I suggest to you to learn Jass/vJass, as it allows you to code much more complex and efficient spells. If you have questions or problems with these languages, you can ask me.
  3. Executor

    Custom options

    Of course. Evasion was only an example. You can insert other attributes easily in the mentioned script. Something like: "spellPower" "spellCrit" "meleeCritical" "chanceToReplenishMana" ... Well, maybe try again explaining your situation to us. Maybe then I can help you more :thup:
  4. Executor

    Effect

    textmacro executed ? dummy model imported and path adjusted? does the dummy unit exist in the object editor?
  5. Executor

    speciel effect

    And that's exactly what my system does + dummy recycling ;)
  6. Executor

    Custom options

    So, you basically want to attach variables to units and item types. E.x. if you pick up an evasion item the evasion value of the unit is increased by a item-type specific amount. Dropping the item will decrease the evasion value of the unit by the item-type specific evasion amount again. Am I...
  7. Executor

    Effect

    I recognized a bug when setting XYAngle and ZAngle. The dummy unit seems to rotate over time to the new angles. But I used SetUnitFacing and SetUnitAnimationByIndex,which should both be instant.. ideas? // I suppose setting a units facing results in a timed facing modification of attached effects ..
  8. Executor

    Need some out of the box ideas about status raising

    Well, I personally like the dungeon siege style. Every action will result in bonuses: "shoveling horse dung would raise their str", but shoveling to often will decrease the bonus per shove permanent. First time: +3 Second time: +2,5 // +5,5 Third time: +2 // + 7,5 Fourth time: +1,5// +9...
  9. Executor

    Making a unit 'run' over cliffs

    What about: //On activation DisableTrigger(thisTrigger) IssueImmediateOrder(unit,"stop") EnableTrigger(thisTrigger) SetUnitAnimation(unit,"walk") //... //Periodically: SetUnitX(unit,x+Cos(facing)*10) SetUnitX(unit,x+Sin(facing)*10) //...
  10. Executor

    A "Swap" system, needed ? (From a command in "DotA" ;))

    if SubString( s, 0, 6 ) == SWAP_COMMAND then => if SubString( s, 0, SWAP_COMMAND_LENGTH ) == SWAP_COMMAND then And as all your configurables are constants, why don't you use static ifs instead of normal ones? Are that many arrays needed for a system which will (probably) only be used in the...
  11. Executor

    Request : Dummy Recycling

    For Effects.
  12. Executor

    Effect

    Restricted the system to: XYZ_EXTENSION+AUTO This means the struct contains 4 new permanent variables: real cx, real cy, real cz, real oz But the method moveBy can now be used for high frequency projectile movement.
  13. Executor

    Tutorial Z-Factor and Proper Late Game Balance of Power

    Well, I think that DotAs system is really good. You grow stronger by killing, but being killed with a streak results in extra gold. The point is, that mostly the noobs leave because they don't pwn and try their luck in another game. DotAs key to turn-over the game is to kill the one 'imba'...
  14. Executor

    No Idea. Spell

    Btw: Do not loop through all units in 2500 range.. Loop through all enemy heroes and check for distance and health ;) My knowledge of arena map tells me, that there are enough creeps or summons which would be enumed too..
  15. Executor

    Effect

    I'd say, that could lead to a confusing and laggy game ;) Hm, but if I set the lib to STANDARD, AUTO has no sense, as the moveBy method is to unefficient... I'll think about it ..
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