System Fade System

Pyrogasm

There are some who would use any excuse to ban me.
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My point is that even the method that I posted above still uses Custom Value.
 

Tom Jones

N/A
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437
Since the system allready uses a game cache system, why not use it? Instead of attaching periodFade, minimumFade, and fade on the timer, attach it on the unit. And your destroying the timer before pausing it, that's a very bad idea. It can really mess everything up.
 
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>...possibly 2, like so
Well.. that trigger is kinda wortheless as the array wouldn't have gone over 8191.. 99*16 is the maximum possible for my formula..

This day is a bad day.. We were riding a moped (my friend) and scooter (me) and a car crashed with my friend and I shocked for a moment and rode straight to the bush.

My friend had to get to hospital and his moped is useless, and my scooter is broken too.. First time using it ;(
 
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MASSIVE BUMP

I fully rewrote whole code to use vJass, and removed handle variables. No examples included right now as it has a small problem with lag.
 
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Ow.. Is yours better? Why don't you post it here as a system :) ?

I have been patient for 3 days ^^

EDIT://Also, it is possible to move this to Systems/Triggers section?
 

Sooda

Diversity enchants
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318
For inspiration:

JASS:
function FadeUnit takes nothing returns nothing
	local unit whichUnit = bj_lastCreatedUnit
    local integer trancparency = 100
    
    if ( whichUnit == null ) then
        return
    endif
	
	loop
            set trancparency = trancparency - 1
			call SetUnitVertexColor(whichUnit,100,100,100,trancparency)
			call TriggerSleepAction(.1)
		exitwhen trancparency <= 0
	endloop
	
	set whichUnit = null
endfunction

Place this function to your map header.

Place this custom script action after you have created dummy unit:
Code:
Actions
    Custom script:   call ExecuteFunc("FadeUnit")

Code:
            Loop - Actions
                Wait 0.01 seconds
                Unit - Create 1 HomningBlade DUMMY for (Owner of HB_Caster) at (Position of HB_SUNIT) facing Default building facing degrees
                Animation - Change (Last created unit)'s animation speed to 40.00% of its original speed
                Unit - Turn collision for (Last created unit) Off
                [B]Custom script:   call ExecuteFunc("FadeUnit")[/B]
Did it long time ago to help Demi666 with his Pudge Wars Hyperspeed ability. I don' t have time to look your code right now so I do it after.
 

Sim

Forum Administrator
Staff member
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534
> EDIT://Also, it is possible to move this to Systems/Triggers section?

This is considered "approving" a resource, which can only be done with a resource that is ready to be... well, approved.

> Do not use this yet, it's a bit bugged right now, and it also fades dead units again!

This figures among the reasons why it is still located in this forum. Care to elaborate? Is it fixed yet?
 
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>Daxtreme
Well.. It was perfect before I turned it to use vJass :p

>Sooda
If I use execute func, can I still put arguments in it?
 

Tom Jones

N/A
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>Sooda
If I use execute func, can I still put arguments in it?
Nope.

*Edit*
Since your using vJass you can use it's execute function feature. It's faster than ExecuteFunc(), and it takes arguments:
JASS:
function RemoveUnitTimed takes unit u, real wait returns nothing
    call TriggerSleepAction(wait)
    call RemoveUnit(u)
endfunction

function ...
    local unit d = CreateUnit(Player(15),'hfoo',0,0,0)
    call RemoveUnitTimed.execute(d,5)

    set d = null
endfunction
 
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Thanks.. But then it wouldn't be perfect.. Oh wait! I just update my fade system with a new function which executes the real fadeunit function :p?

Thanks Tom, if it works ;D

EDIT://

Okay, this system is unlaggy.. Until you reach the limit of arrays.. Or as I did.. Well xD, I hitted the operation limit of CreateUnitAtLoc..

I say, do come look, it's bug free!
 

phyrex1an

Staff Member and irregular helper
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447
I think it's better to have a callback as argument instead of the removeAfterFade flag, with a callback you can do whatever you wish with the unit when it has faded.
Also, what if I want dead units to fade? A perfectly valid use of this system may be to let dead units fade away instead of the normal decay.
 
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>I think it's better to have a callback as argument instead of the removeAfterFade flag, with a callback you can do whatever you wish with the unit when it has faded.

Do you mean code as an argument? What about GUI-users then?
 

phyrex1an

Staff Member and irregular helper
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447
A GUI user with Jass New Gen :p
I say that if you use the GUI then it's your fault that you have a hard time using the existing jass systems, not the person who wrote the jass system.

It could take a trigger as 'callback', that way gui users could just use the gui to create there triggers while jass users more likely use a trigger condition to execute there code. Then just add a 'GetFadedUnit' event response function that returns the value of a global variable. Well, that's just my suggestion to make the system more generic.
 

Hero

─║╣ero─
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250
Anyways...system looks nice

+rep


______

Oh wait I already did >.<
 

Cohadar

master of fugue
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209
Ok suite yourself (thread deleted),
I just tried to make it simpler for you.

I like your sys btw, fading effect is always fun to see.
 
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