So I was just looking at notes from a language I was working on and I came across this.
function ReturnThis takes nothing
out static export //no name needed
integer i = out n
end
end
scope
function Woah takesnothing
integer n =4
while(n++<10) do...
So... today I solved attack indexing
Previously, people attempted to index attacks using debuffs. This wasn't possible because the data wasn't stored on the projectile. Thus, when the projectile would hit the unit, it would do something like fire events for the source, which would in turn add...
Map Includes
Required Resources
Installation Script + Instructions
Installation Objects + Instructions
Resource
Test Cases
Tutorials/Labs
Required resources can also be found on github
Best thing to do is to just go through the tutorials/labs.
This can't be compared to any previous Unit...
Introduction
Footman Empires is largely influenced by Dynasty Warriors Empires 4
The object of the game is to take out the opposing teams
The first arena I am working on for the game has 4 teams and 9 bases. Each base is color coded to make it easier to see. The 4 teams are located on...
While this isn't the first resource to do file i/o or the first one to sync up data, it is the first one to do file i/o with strings and is the first one to sync up data with strings. Furthermore, it syncs all data up at the exact same time meaning that the syncs will be fast even with large...
I present a fully working functional resource that can be used in maps that are played by average players on battle.net. No files need to be downloaded, the resource provides everything.
This resource can save up to around 103 trillion characters of data per file. It can read the data back...
library PriorityEvent /* v2.0.0.1
*************************************************************************************
*
* Creates events that fire given a priority. A higher priority means that those
* events will fire first. A priority of 0 means that those events will fire last.
*...
Extremely useful for tower defense and tower war maps. Need I say more?
Instructions for Use
Be sure to make 1 tile for each of your checkpoints unbuildable (common for wintermaul war maps, the rects). Doing this will ensure that players won't be able to blanket a checkpoint with towers...
Is Point Pathable
Not to be confused with IsTerrainPathable, this script will check to see if a point is currently pathable given a pathing type. For example, it will be able to detect if a building is at that point, unlike IsTerrainPathable, which only checks the terrains pathability...
library GetUnitCollision /* v2.0.1.0
*************************************************************************************
*
* Retrieves collision size for a unit (different from pathing map)
*
* Assumes collision will always be an integer
*
* 100% accurate to 1 decimal for...
This is not compatible with Warcraft 3 Standard Aura Abilities. If you use any aura abilities at all, this will break.
You may only use auras that have None as the valid unit targets (no valid targets), which is what I use in the Demo Map.
Warcraft 3 auras break UnitInRangeEvent
Units...
Code
Library Size: 648 Lines
The fastest timer system there is.
The speed blows away standard timers and all other timer systems, including T32x.
CTM specializes in all types of repeating timers from small timeout timers to timeouts up to 81.90. If it repeats, it can and should run...
so... I wrote this in about 10 minutes for a class (very straightforward and simple), but it is giving me cannot write to memory errors for some unknown reason. I have no clue why... the include files are just char*[]
city.h or w/e
char * city_names [] =
{
"Reno",
"Seattle"
}...
I present a Multiboard wrapper that not only works, but is easy to use as well. Good game.
library Multiboard /* v2.0.0.1
*************************************************************************************
*
* Multiboard Struct API that actually works and is actually easy to use.
*...
Right now I have a feeling that this is extremely extremely extremely slow and filled with TONS of operations... hell, the shifting of the array to cut out 0s looks totally awful ;o. Be a pal and help optimize it ^)^. I'm thinking of introducing things like a shifting buffer (displacement thing)...
After much effort, I've come up with this for lossy compression in save/load ; ).
Lossy compression is commonly used on hero experience, hero x,y coordinates, and player gold. The most common equation for gold is R2I(gold/100), which cuts off the last 2 digits. The problem with this is that...
So, I rewrote lessons 30-50 and am continuing to add new lessons as I have not yet gotten all of the information from the old edition into this new one. There is some new information as well and a lot of the more advanced stuff is much more clear ^)^. Also, exercise 50 is pretty hard ; ).
Do...
So I've been trying to update an encryption algorithm I'm currently using (example of output http://pastebin.com/pPtz9UYd)
The algorithm is as follows.
Input a string like an account name and then add a salt value to it (salt value is like the password). Hash this result. Take the...