System Extended Knockback System

Viikuna

No Marlo no game.
Well, for unit indexing, you could just use function UnitId inside your system.

JASS:
function UnitId takes unit u returns integer
    // add stuff here
endfunction


Then people could just use that function to easily swap from indexing system from another.

PUI users would probably make it return GetUnitIndex(u) or whatever that PUI function is.

If I used this is my map, I would simply make it return GetUnitUserData(u), because I recycle my units.

Also: using ParabolaZ is really unflexible. You should use z velocity and gravitation instead.
 
Viikuna said:
Also: using ParabolaZ is really unflexible. You should use z velocity and gravitation instead.
How do I find z velocity and gravitation then? ParabolaZ is a approved function in Wc3C so why can it be unflexible?

Viikuna said:
I generally hate all the systems that use 'hard to remember' -user functions instead of nice and smooth struct syntax
I still don't get what you mean, discussed with kenny! and none knows the answer.

Viikuna said:
Well, for unit indexing, you could just use function UnitId inside your system.
What's that for? To make more functions? Anyway, what stuff should I add there anyway? It works fine currently as of now.

Is it to simplify the system or to make it look neater?
 

Viikuna

No Marlo no game.
Hm.. I see you are stacking your knockbacks. Well, I guess it has some advantages. Just forget everything I said--
 
I only kept the public struct stuff to change, do you still have any comments or bug to report to me?

I need more feedback or comments!
 

Viikuna

No Marlo no game.
Naah not really. Anyways, nice work. :thup:

I might try to make a releaseable knockback system too.
 
That will be cool too, what kind of features are you going to add :)

I am running out of ideas as to adding what now.

You should include vectors and physics and stuff since that will be really nice and cool.
 

Viikuna

No Marlo no game.
Going to do something like that, but my main problem now really is that we cant know the height of doodads

( If unit is flying in the air, when he collides with some doodad, and when he flies over it ?? )

I know how to do this for destructibles, but Im pretty sure that it cant be done for doodads..
 

Pyrogasm

There are some who would use any excuse to ban me.
It can't be done for doodads because doodads have no collision or anything. The solution is, simply, to tell users only to use destructables and not doodads.
 

Romek

Super Moderator
Staff member
What's new?
 

Andrewgosu

The Silent Pandaren Helper
Staff member
When I tested the demo map, the spells didn't work.

The only spell that did, was the Mountain King's ability to throw the Tauren.

But after the Tauren got thrown away, the game crashed.

Without an error message, straight to my desktop.

You might want to look into that.
 
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