Yep, I know that the event exists, but I can't imagine any situation where I would need to be forced to use it.
Since variables can only be changed in the script you can easily spot all places where the variable gets modified.
When there are too many places the variable gets modified you...
Hey. I know how they work in theory, but I couldn't find out how to modify this field...
It is a field of a buff behaviour called Modification_DamageDealtUnscaled. This is an array since it can be set for melee, spell, ranged and splash.
So the field path should be...
Again:
Explanation:
http://www.thehelper.net/forums/showpost.php?p=1269933&postcount=28
Demo map:
http://www.thehelper.net/forums/showpost.php?p=1270603&postcount=30
(you need JassNewGen pack to edit, save and implement this into your map)
(-->function PathExistsLoc takes location...
There is no need to set 'All Players' to a group variable. Just use 'All Players' directly in the specific action. And yes, there is no need to destroy it. If you did, it would be destroyed for the rest of the game. So it would be pretty senseless :D
And yes, you need to destroy the force...
It does. Everything including doodads will count as unpathable, if they have a pathing map set in the object editor.
The only problem could be items.
To check if a point is pathable this moves an item to the specific point and checks if the point where the item got moved by the game...
Someone else wanted to have the same thing, check out the algorithm I wrote:
Explanation:
http://www.thehelper.net/forums/showpost.php?p=1269933&postcount=28
Demo map: (you need JassNewGen pack to edit, save and implement this into your map)...
Here we go. You will need NewGen Editor to edit the map and/or the system.
Note the map is open source and NOT made by me. It was just the first unprotected map I found in my folder.
Hi there. As I promised I wrote an algorithm to check for the pathing ;)
The amazing thing is that it worked immediately! I only had one obvious bug, and that was solved easily :D That's an amazing feeling, just wanted to let you know.
If you want to know how it works, feel free to ask. I...
Could you please describe how your pathing will look like? So if the place where players build towers is surrounded by cliffs/unpathable objects, ...
It's difficult if not impossible to build an algorithm that is 1. fast (since the operation limit is easily overrun) and 2. efficient and...
I got something working.. but right now it needs some seconds to calculate since I overrun the operating limit, and starting new threads is only possible with a small pause...
also the hightlihting of the path doesn't work as I want it right now^^
will do it the next days after work
What about something like an "ant algorithm"? When a new tower is constructed, start at the Start , where the creeps spawn.
Then you need to move from this point into every four directions and create new points there. The offset should be half of the minimum tower size. Will need some...
I couldn't reproduce the bug when doing a stresstest, damaging 50 units 4 times a second...
Afterwards everything went on fine 0o
The strange thing is that I do all my texttag creation with one base function. It's not like I created a stack of texttags, saved them and forgot about them...
Well: I do not have 100 texttags in my map at the same time.
I guess I display around 800-1000 correctly (it's a single player map) until they first start bugging.
Now I tried to preallocate a stack of texttags myself, save them in an array and get them just by increasing the stackindex...