Jesus4Lyf
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  • A way to lag a player out. Create only effects they can see, especially graphics intense ones like NagaDeathSplash, create about 200 of them in a circle every 0.03 at the centre of their camera until they 'leave'.

    Would that work?

    And if they try to view fogged areas so no effect appears, remove fog for them?
    How is it done? Blizzard's own unique thing. They should add in DotA. Click it in the middle of battle :mad: It's almost as good as saving in the middle of a a battle.
    For how many rep points may I purchase the Graveyard for? Does this Graveyard spawn crappy systems like it does corpses?
    So I found out more stuff today. Anyone who says that the human eye sees about 25 fps is lying because the human eye sees continually, no frames.

    A screen flashing from black to white and back has noticeable flicker up to about 60 fps. At 60 fps, the two colors start to appear to blend.

    In conclusion, 60 fps is the best for visual effects but is not optimal. 32 fps is enough for, say, sliding a unit. Flashing the screen or camera work, however, requires 60 fps or more.
    I learned today that when using GetFilterUnit in the boolexpr of a unit death player unit event, you get the killing unit.
    Referrals for a first job? Would you advise it? Or would employer's not care, espescially for a fast food restaurant.
    dude... the ai contest needs to be finished.. :D... i wanna battle your warden..
    that is, if i can get past exide :).
    Heya, what do you reckon the speed difference is between:

    JASS:
    // From the LastOrder Library.
    function GetPastOrder takes unit u, integer whichOrder returns order
        return order(LoadInteger(ht, GetHandleId(u), whichOrder))
    endfunction


    And:

    JASS:
    // My version of LastOrder.
    function GetPastOrder takes unit u, integer i returns Order
        return Data.orders
    endfunction


    You can read through the whole of my version here:

    http://www.thehelper.net/forums/showpost.php?p=1161233&postcount=18
    I figgered out a way to make Channel abilities via the Object Merger with the Data - Options buttons ticked. The secret is that those buttons make a binary number. Ticking all but Visible gives 00001, which means it goes from bottom to top. Ticking all of them gives 11111, or 31. So with some maths, we can make Channel abilities with the correct boxes ticked without needing some Object Merger hotfix.

    So, now dummy abilities for spells can be made in any case.
    Oh sorry, i have a problem with AIDS when I try to save my map
    Step 2 (struct) :banghead:
    This is problem:
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