I've got two codes that do the same thing, which is faster and why?
method iterate takes code func returns nothing
local trigger temp = CreateTrigger()
local thistype cnt = this.guard
call TriggerAddAction(temp, func)
set cnt = cnt.next
exitwhen cnt ==...
Compiler throws me the error at bottom of post, what I got wrong in my code?
#define MAX_CHAR_LENGTH 20
using namespace std;
every time you change the terrain, add its data to a stack along with a timer event, when the time expires revert it to normal terrain type.
You need: Jass: (Struct, Timers) and a custom code function like that.
Unit - A unit Starts the effect...
firstly create a channel spell.
then at options choose the activate and decactivate orders for the ability.
use them with an ordering event.
if it is activate then pause target unit and apply a lighting chain (shackles) to caster and target
if it's decactivate unpause the grabbed unit...
Something expected from the ones who first created a Pad.
*Latency is decreased from 100ms to 1ms, battery life is decreased from 8 hours to 10 minutes == profit.
When something is better, it does not mean it consumes more energy....in distant future that technology won't harm battery life.
So giving some helpful advice became disrespectful?
If everyone came here after reading only "if then else" and wrote his question about making something better
without giving a try himself it wouldn't be a spam?
He should first learn O(n) complexity with loops...
Dude learn jass more and then come to make scripts, arrays are your best friend. Do as luorax says.
Try to make more things with arrays until you learn them for good. Don't stop only on what they give you.
Firstly, you don't simulate a jump. It should be based on a x-x^2 type function to be a jump (Plot to see how it is).
Secondly your actions give no logic sense at first glance or maybe second, you must simplify your code.
Removing by location's height makes you "walk" on 2nd cliff height and...