yea
the unique damage is automatically assigned by the system using something like Bonus. Rather than putting a unit's stats into the object editor, you'd put them into a struct or something ^)^.
So I was just looking at notes from a language I was working on and I came across this.
function ReturnThis takes nothing
out static export //no name needed
integer i = out n
end
end
scope
function Woah takesnothing
integer n =4
while(n++<10) do...
So... today I solved attack indexing
Previously, people attempted to index attacks using debuffs. This wasn't possible because the data wasn't stored on the projectile. Thus, when the projectile would hit the unit, it would do something like fire events for the source, which would in turn add...
Made it so that Alloc, AllocT, and AllocQ isAllocated field was not debug only. This was causing a syntax error when the UnitIndexer modules were saved outside of debug mode. They depend on isAllocated : |.
These 3 things are separate resources from Unit Indexer. I updated the map to include...
Map Includes
Required Resources
Installation Script + Instructions
Installation Objects + Instructions
Resource
Test Cases
Tutorials/Labs
Required resources can also be found on github
Best thing to do is to just go through the tutorials/labs.
This can't be compared to any previous Unit...
They both suck :\
List list = List.create()
local integer sentinel = list
//populate
loop
set list = list.next
exitwhen list == sentinel
//code
endloop
So what, is this like whatever team makes it to the last round wins? Or whichever team makes it to the last round first or survives longest wins? Or what?
If it's simply tower defense survivor mode, that's not very interesting ; \.