Search results

  1. K

    System Projectile

    Just read your edit. That is the only problem with recycling creeps. This system doesn't use SetUnitLookAt(), therefore, the projectiles that have previously been used in the system will be facing the same direction they were facing when they were destroyed. Unfortunately the SetUnitLookAt()...
  2. K

    System Projectile

    Yeah using GetLocalPlayer() isn't hard, I just didn't really want to do it, but it wouldn't take long. :) And yeah, you can basically set the model file string to "" for all players but the local player. As for the power thing: Yes they will be globals that can be accessed at any time, you...
  3. K

    System Projectile

    I think he means making the projectile invisible to (a) enemies of the owning player of the projectile, or (b) to all other players except the owning player of the projectile. (a) Would require adding permanent invisibility to a projectile. (b) Would require some tricky use of GetLocalPlayer()...
  4. K

    System Projectile

    Bump. Still looking for feedback on the above features. I am getting pretty close to releasing the next version (v1.0.0), all that's needed is some new documentation and a couple hundred more tests and stuff. ProjEffects now includes: Methods to attach and detach an extra effect...
  5. K

    System Projectile

    A bit more of an explanation: ProjVisions: I think I have explained this in enough detail. Basically you call proj.attachVision(600.00,true) for a projectile and that's it. The 600.00 refers to the vision radius, while the boolean parameter refers to whether you want the vision to linger after...
  6. K

    System Projectile

    I've come up with what I believe to be the best solution to giving vision to projectiles in a somewhat dynamic fashion. It is still quite inefficient, but it is far better than all other solutions (trust me I have tried like 6 different ways). The new module will have sight radius bonuses...
  7. K

    Yep! :D Semester of uni is finally over, hopefully I can be much more active here now.

    Yep! :D Semester of uni is finally over, hopefully I can be much more active here now.
  8. K

    "Infraction at The Helper Forums"

    Forums rules clearly specify that any talk about deprotection is prohibited, therefore even creating room for discussion on the topic is not allowed. The infraction is only minor so it should be no big deal. If you are unsure of where the rules are, they can be found here. Also, I suggest that...
  9. K

    What did you want ProjClasses to have again? Currently it is just two strings in a module...

    What did you want ProjClasses to have again? Currently it is just two strings in a module, hahaha. I am thinking about having another module in the library that gets implemented into the projgroup struct that allows for a .enumNearby() method that has a filter function (using function...
  10. K

    System Projectile

    Unfortunately it seems like Item Sight Range Bonus doesn't work well with units that have the locust ability (as well as other modifications that make them decent projectiles). @ People who asked about projectiles with vision: I have come up with a module that allows for projectiles to have...
  11. K

    System Main Attribute Control

    Whoa, dude that hashing function is totally Jesus4Lyf's idea, not mine. Better fix that.
  12. K

    System Projectile

    Hahaha seriously, stop messing with my demonstration abilities, you always find a way to break them. :P I'll fix it when I can, all I have to do is fix the max distance issue. Also ProjVision sounds like a pretty cool idea. Not exactly sure how I'd go about doing that. Is there a way to...
  13. K

    System Projectile

    Version 0.2.6 is now out (it takes longer to update the original posts than it does to build a new version). This version (once again) should be the final version before I take this system out of Beta. This latest update attempted to make the system far more consistent, reliable, safe and easy...
  14. K

    System Projectile

    It use to have onProj for projectile on projectile collisions, but I am saying that I have removed that. Currently the system has events for: onStart -> When a projectile is lauched (not created, but lauched via the .project methods) onLoop -> Executed every iteration of the timer for a...
  15. K

    System Projectile

    Thanks for the feedback. :) What are you referring to when you say the onCollision method? By high-speed projectiles, I mean anything over ~1200 units per second. Which is common enough. For projectile on projectile collision, one could simply do something like this: private function...
  16. K

    System Projectile

    I've been doing a lot of re-thinking about how this system functions internally and if some of the benefits from its unique mechanisms out-weighed the drawbacks from them.. This is of course in regards to how unit and projectile collision function (using dynamic triggers and stuff). In the...
  17. K

    System Projectile

    Version 0.2.5 (Beta) is now out. Read the change log in the first post for details. I also updated the first, second and third posts to include the optional modules and neater documentation and notes. I am pretty happy with where this is at now. Unless there are some serious changes that are...
  18. K

    System Projectile

    Honestly, I don't think that is something I want to do.. On paper, the efficiency decrease would be something like 40-50% and something tells me there will be troubles with that method as well. I would rather easily handle 100 projectiles than moderately handle 50. I am slowly making progress...
  19. K

    First there was ProjShadows, now let there be ProjBounces! Figured out another module to add...

    First there was ProjShadows, now let there be ProjBounces! Figured out another module to add. :P It works pretty well..
  20. K

    System Projectile

    It is a pretty clever idea. I had a similar one (using hashtables as arrays) but I could not implement it correctly with how my projgroups worked. However I was able to make yours work, so if you don't mind, I would like to implement it into my next version. It is a lot better than looping...
Top