Viikuna
No Marlo no game.
- Reaction score
- 265
There some stuff, I might add more later.
We should be able to:
-create projectiles.
-destroy projectiles.
-set projectiles target unit. ( Make it kinda like homing missile thingy. )
-set projectiles target point.
we should be able to change projectiles:
-speed.
-scale.
-model file.
-collinsion size. ( for collinsion missiles. )
-source unit. ( almost forgot this one )
we should have interface events for:
-each iteration.
-target unit hit.
-target point hit.
-some other unit hit. ( So you can make collinsion missiles, which hit any unit. )
We should also have these functions:
-GroupEnumProjectilesInRange ( For getting all the projectiles in some area, for modifying stuff like their speed and target stuff. )
Also, you could recycle your projectile dummies and use [lJASS]SetUnitLookAt[/lJASS] for instantly setting your dummys facing angle when new projectile is created.
It should make projectile creation much faster, since creating units is damn slow.
edit. Also, you should probably add some instructions for people who use Vexorians Bound Sentinel, so they know to make Bound Sentinel to destroy projectiles that try to leave the map.
For this you should probably add some functions for checking if unit is projectile, and for getting projectile struct attached to dummy unit.
We should be able to:
-create projectiles.
-destroy projectiles.
-set projectiles target unit. ( Make it kinda like homing missile thingy. )
-set projectiles target point.
we should be able to change projectiles:
-speed.
-scale.
-model file.
-collinsion size. ( for collinsion missiles. )
-source unit. ( almost forgot this one )
we should have interface events for:
-each iteration.
-target unit hit.
-target point hit.
-some other unit hit. ( So you can make collinsion missiles, which hit any unit. )
We should also have these functions:
-GroupEnumProjectilesInRange ( For getting all the projectiles in some area, for modifying stuff like their speed and target stuff. )
Also, you could recycle your projectile dummies and use [lJASS]SetUnitLookAt[/lJASS] for instantly setting your dummys facing angle when new projectile is created.
It should make projectile creation much faster, since creating units is damn slow.
edit. Also, you should probably add some instructions for people who use Vexorians Bound Sentinel, so they know to make Bound Sentinel to destroy projectiles that try to leave the map.
For this you should probably add some functions for checking if unit is projectile, and for getting projectile struct attached to dummy unit.