Consider yourselves lucky.
$100 a month for this, and it comes with a 5GB limit, which I have exceeded in the last 2 days by over 3GB.
Still 10 times faster than it was 2 years ago at least. (I'm not even kidding. I really do mean 10 times. Most people here back in 2008 would wait several...
That would be cool :D
You'd allow the user to give an initial speed and the speed would decrease over time ^_^
The zAngle would affect the speed's decrement rate.
Ofcourse, this wouldn't apply for homing missiles ;o
Speaking of homing missiles, why aren't you supporting them? :(
Seems great for a WiP :)
But you have to make sure the API is user-friendly enough.
That's the most important thing in a projectile system (Since the user is required to give a lot of data)
Maybe if you:
- shorten the create function by removing the target parameters
- add these 2...
Added some really cool functions:
These are really useful when you want to do some very 'sensitive' actions like adding items to a unit that get removed at the end of a function.
Bad idea. Removed.
I love triggers too ^_^
This resource on the hive uses 1 trigger per projectile, yet it can support about 2x as much projectiles as any other projectile system =P
I know, but implementing the UnitIndexStruct would make your code look shorter.
Modularity is very important. By combining your GetUnitArmor function with something totally unrelated (Damage detection), you've made this resource un-modular.
Who would expect to find a GetUnitArmor function in a...
If you need conditions, just do this:
function TriggerAction takes nothing returns nothing
if Conditions() then
private struct Inits extends array
private static method onInit takes nothing returns nothing
This is a fixed version of Vexorian's TimerUtils.
It allows you to:
- call NewTimer inside module initializers (Useful for elapsed game time events and other things)
- get the timer data from ReleaseTimer (Doesn't break backwards compatibility)
- call NewTimerEx to preset the timer data...