Basically, to sum it up, the return part makes the function return a value - be it integer, boolean, real, whatever. The value can be accessed later if you saved it in a variable (as the examples above show).
Very useful but please do not use photobucket for image uploading. As you can see one picture was already removed (bellow Division Marker - "/") so it's better to be tinypic.com or something else. Good job on the tutorial.
You are back? Dude I missed you (you still remember me, don't you? xD)...
I suggest you forget all these handle variables and learn vJASS - you can find everything in the Tutorial Repository. It's an extension of JASS so you may find a lot of useful things when using it...
At first I thought it was some item indexing/attaching system that would help me create manipulation with items. Why not make such one in addition? This could help in making of item mute or stuff like that.
Seems good, I like the MP idea, thought it would be alot harder for you to manipulate mana instead of health. Extra work would be needed on shields or mana bars or stuff like that. I also like the presentation on this topic but where is the map?
Nobody has clear answer? Judging by a test, they reduce fps by the same value, thought TerrainDeform is slightly better (2-3 fps higher). I would want to ask someone to do such a test in a bigger map if possible, please... :rolleyes:
From these two examples which one would reduce fps less than the other? Which would be with better performance or will they be the same?
- Terrain deformation through multiple thunder clap/war stomp periodically
- Terrain deformation through TerrainDeformCrater again periodically
Well, it is random... Though it uses only a few tilesets at each game start. It doesn't offer full randomization (like first game snow, second fall, etc.) if that's what you wanted so you have to trigger it yourself.