Jesus4Lyf
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  • Well. Time to add more timers.

    EDIT: Nope. They aren't even being issued Chaos, I now find. A nameless point target ability. This is horrible.
    I can't get morphing to work, no matter what I do. The dummies just keep morphing into one another, even with the opposite morph ability DISABLED.
    If you had to diagnose me with at least one mental illness, which would you pick?

    I asked that on WC3C chat, and they decided upon schizophrenia. What nonsense

    Neither Azlier nor I have such a condition!
    NOOOOOOOOOOOOOOOOOOOO

    I pressed enter and it gave you the rep. Curses!

    *bangs fist on desk while minions stare*
    Atm I'm working on a library which will allows the user to use all wc3 natives with dynamic parameters ingame by chatting ("CreateUnit(Player1,'hpea',0.,0.,0.)" Player1 is a predefined var). I think we could merge your Agent Stats, my sys and maybe 1-2 other debug libraries into a "Debug"-or "Test-Interface".
    Just an idea, maybe you like it.
    Well done. You broke my Firefox and froze my computer for a while with that link.

    Also, you ruined my history of the only person to stay on the Intranets for over 10 years without being rickrolled.
    Ahhh, I like it!

    I was doing that work at 2:00am this morning so it was a rush job.

    I am also thinking of using AIDS structs for a requirements library.

    If you have played Pudge Wars, you would have noticed how when you cast a hook, the spell requires a retracted hook to be cast again.

    JASS:
    struct HookRequirement extends array
        //! runtextmacro AIDS()
    
        unit req
    
        static method AIDS_filter takes unit u returns boolean
            return GetUnitTypeId(u) == 'Hpal'
        endmethod
    
        method AIDS_onCreate takes nothing returns nothing
            set this.req = CreateUnit...
        endmethod
    
        method AIDS_onDestroy takes nothing returns nothing
            call RemoveUnit...
        endmethod
    
        method remove takes nothing returns nothing
            call SetUnitOwner(this.req,Player(15),true)
        endmethod
    
        method add takes nothing returns nothing
            call SetUnitOwner(this.req,GetOwningPlayer(this.unit),true)
        endmethod
    
    endstruct


    Something like that.
    I just made an integer array and increased it when a unit became a target and decreased it when it is released. And I check the integer before setting the target. Same thing for my other function as well.

    Something like:

    JASS:
    // When unit becomes target.
    set IsTarget[GetUnitId(this.targ)] = IsTarget[GetUnitId(this.targ)] + 1
    
    // When unit is released.
    set IsTarget[GetUnitId(this.targ)] = IsTarget[GetUnitId(this.targ)] - 1
    
    // To check if the unit is a target.
    if IsTarget[GetUnitId(TargetToBe)] == 0 then
    Don't have to worry about the public next and prev members for T32 anymore.

    I've decided to use AIDS to make the functions O(1) complexity.
    Don't mean to be pushy, but...

    Public next and prev members for T32 ftw!

    That is all. :)

    Actually, just confirmation of it happening would be nice. Doesn't have to be done now.
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