If you're familiar with vJASS, then you could create a private struct, and add a constant timer to it with a 0.3125 second timeout. Every time a unit in, let's say, a constant group takes damage, a new instance is created and linked into a linked list. The timer enumerates the instances...
Wrong title, "BJ" means "Blizzard JASS", which functions are native wrappers. What you want differs from BJ's, you actually want your TESH highlighter to know that you have a custom function and its parameters. This is what you have to read.
Well, someone needed a fear system months ago, and since so did I, I made this one: http://www.thehelper.net/forums/showthread.php/166872-In-need-of-fear-system
I've modified mine a lot since than, but they're all map-specific changes; the one I posted works just perfectly tho'.
Thanks, I'm glad you like it.
It has certain known bugs (such as Nazzari's Freezing Field terrain effect not appearing on blight or that Into the Nether is disabled), but you should report everything that you find (including typos <3). You should also send me the replay and let me know when it...
Well, well bro, I found two decent modellers; one of them is awesome as that 4 letter word that starts with "F" and ends with "UCK" (but likes whining a lot...) and the other one is who made almost all the IID-only effects. Here is my project, the 0.81 version is out already...
Have I mentioned my project yet? Well, here it is in case I haven't:
http://www.hiveworkshop.com/forums/map-development-202/aos-invasion-duskwood-202781/
Considering you play LoL too, you might like it :) Feel free to share your thoughts.
Well, you can use dummy abilities and place everything in spell books, like I did on my map. Maximum 10 shop units, and they do more than selling items.
Well, as far as I know it's way faster than ForGroup calls, especially with a null filter, because:
-ForGroup opens a new thread for each enumed unit;
-when filtering units, another useless thread is being opened.
Opening thread is a very slow function, with my method you can do the enums...
onDestroy sucks under every circumstance; it's also only necessary to use it when using polymorphism, interfaces and struct-extending, but all of them sucks as well. Let's just stick to ".destroy()" and ".deallocate()" - they can do the same for you, bot way, way faster.
EDIT:
Very well, I...
You can find everything on the test map; their documentations state it cleary how to import them.
You'll need the JASS NewGen Pack, which contains the JASSHelper BTW.
I don't know what's the difference between them (I guess there isn't any) but it's definitely bj_RADTODEG. It's a simple multiplication and global read, while the other native is a function call plus at least a multiplication. I've never seen anyone using Rad2Deg, if it was faster, those...
It's also easier to land skillshots (considering there are skillshots) if the terrain is flat and not overspammed with doodads. AoS terraines are supposed to be simple and not attention-grabbing, it's an essential part of this genre.
The current version has been in my "asd" folder for a while...
Board is an awesome system and really does ease the work with multiboards, trust me. I'm using it, the learning curve is short and provides a lot of functionality. It was proven to be useful for me, I can't help but recommend using it.
Why would you give him a code that uses BJ? Take advantage of JASS, inline it:
call DisplayTimedTextToPlayer(GetLocalPlayer(),0.,0.,3.,I2S(udg_Skinks_Killed[GetPlayerId(GetOwningPlayer(GetTriggerUnit()))+1]/6)+" Skinks killed.")