Introduction
Short variable names are not only faster, but reduce the script's total size. It's a known fact. But nowadays many people write their submissed systems/snippets - even the complicited ones - that takes more time understing, than writing, because of the super-annoying short names...
Okay, so I need a way to use static ifs in my aura module. An example:
method removeUnit takes unit u returns nothing
call GroupRemoveUnit(this.affected,u)
set thistype.stack[GetUnitUserData(u)]=thistype.stack[GetUnitUserData(u)]-1
static if thistype.unitLeave.exists then...
Well, we've got tons of these already, but most of them is outdated, or overcomplicated. I tried to mix simplicity and efficiency. I got this:
library SpawnSystem uses TimerUtils,Alloc, optional AIDS, optional UnitIndexer...
I decided to write my own group system to replace GroupUtils. GroupUtils is a nice system, but:
-contains two useless hashtable;
-does not support data attaching;
-plus I've already made some little functions that I wanted to implement into my snippet.
So, the question is: what do you think...
I've already opened a thread about this like a month ago or two, but I did not get any response, so I'm back.
The question is: Does creating a unit with "none" pathing map cause desyncs? Because AFAIK it causes desyncs because of the pathing differences. But what happens if the unit is...
How can I immediately give the item back to its owner if it drops it? Because this crashes my WC3:
library InventorySystem requires Table,ItemList,SimError,Status,Champion,AII
private struct Data extends array
boolean sold
boolean dropped
private...
I've made a little KnockUp snippet last night, but I'm in a little trouble: I don't know how should they stack.
The snippet basically simulates knockups (for example Impale). It is okay, it works properly.
But my problem comes here: what should happen if you try to knock up a unit that's...
Effect v1.2
Requirements
- Timer32
- ARGB
- AutoFly (optional)
System Code
/*
Effect v1.2
by Luorax
DESCRIPTION
>> Effect is an basic and simple system that gives you a nice
interface to work with effects and allows...
Is there any way I can change the classification of a unit via triggers or abilities?
I want to give my units the "Ancient" classification (and remove it later)?
(I can't use Bear Form, Crow Form or things like that as they require specific unit types and creating 50 abilities and 50 unit...
*SOLVED*
EDIT: Well, I forgot about the invisible shop unit that keeps staying there after the champion dies. I've written a simple "ProjectileHit" function that will check everything now. SO problem solved.
I've got a little problem and seems it's way too complicated for me to get a rid...
Hai there!
I've got a question:
I know that creating units using GetLocalPlayer() causes desync, because of the pathing things. But can I create units with 0 collision size and without a model locally? It's supposed to be the shop, and its icon appears under the hero's icon.
Looks like...
*SOLVED*
I started to work on an AoS map with my friend (too much LoL, too much LoL EU server downtimes).
We love making the things "complicated", so we (me) decided to use a full screen champion selection system, using trackables.
The GUI part of the system is done, now I have to make the...
Okay, so I have a problem with my snippet:
S O L V E D
library VertexColor uses AIDS
// --- H A S H B Y J E S U S 4 L Y F ---
//==========================================
globals
private constant integer HASH_NEXT = 53
private constant integer...
Hello!
I've bought my new PC, and I had to install a 64-bit version of the Windows 7. After that, I tried to test my map from the editor, but my WC3 didn't start. What's the problem? Everthing works fine from the basic editor, the problem is with the NewGen editor.
Thanks for the help in...
Well, I have a really lame question: how does the slow effect work? Is that a simple vertex color modification? Or what? I would like to change the color to something "burning" (so I need a red version), but I don't know exactly how does it work.
But if you can give me something other spell...
Hello everyone! So, I have a question: Is there any way to continue the unit's last order (what's going to be "attack" in my map all the time) after it's ordered to move to a unit (right-click). I tried a lot of things, but it still doesn't works. Any ideas?
Okay, so I have to questions:
1, How could I disable the double clicking? I have a system which is unit selection based, but if I click on a unit, I select a lot of them and runs the wrong trigger. What should I do?
2, How can I show the other players' hero on the right without giving the other...
Okay, I have a question:
How can I use array variables in a sruct which extends array? I have an AIDS struct which contains various datas about the questgiver units, and I need array members in it. I'm using two struct to achieve it, but what's your opinion? I don't want to use dynamic arrays...
I didn't want to post this library, but I saw that someone has problems with quest. Then I decided to post this, maybe it'll help people's work a bit.
The system uses operators instead of methods or functions. I used Earth-Fury's library (Board), and I liked the API.
Each method...
Okay, so i think everyone knows the ability "Channel". I've used a lot of channel ability to create my own recipe and shop system. I based the system on a shop hero per player, which moves periodically to the owner's location. It works fine, but to cast the spell, the shop must stay in a place...