Spell Homing Missiles

Prometheus

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Oooooohhhhh
kk, I'll remove

Edit: Changed
 

Pyrogasm

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You can change the projectile model file for Fan of Knives and the projectiles will seek out individual targets. Try it; I promise it'll work.
 

Prometheus

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I just had that discussion with Uareanoob, I won.
This > Fan of Knives
 

Prometheus

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Well, it was the next day so it didn't really occur to me that it hadn't been 24 hours.
GaLs, the fire only lasts for a set amount of time and it can be changed.
 

emjlr3

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first off, ur using newgen, why make all configurables which take nothing functions, as opposed to globals?

second, again your using new gen, use a global group for your group, then no need to create a destroy one every go around

no need to clear a group if nothing is left in it, nor before you destroy it

your looping through your group is not good, you count, then grab one, just grab it and make sure its a unit

no need to null your tracker, dummy or targ each loop, just in the end, and if you looped your group right, the targ would null itself (btw why you use two dummy units and move them both?)

anyhow, in the end, this is limited by unit speed, and several things which I noted
above

fix those, and you will get your approval
 

Prometheus

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first off, ur using newgen, why make all configurables which take nothing functions, as opposed to globals?
People would have to be using New Gen if I used globals.

second, again your using new gen, use a global group for your group, then no need to create a destroy one every go around
Same answer as above

no need to clear a group if nothing is left in it, nor before you destroy it
I wasn't sure if that mattered as no one I talked to could confirm it.

your looping through your group is not good, you count, then grab one, just grab it and make sure its a unit
Instead of using a group variable just get units in range?
Won't work as I need the group to be able to count, I find this way easier.

no need to null your tracker, dummy or targ each loop, just in the end, and if you looped your group right, the targ would null itself (btw why you use two dummy units and move them both?)
I understand this from our MSN conversation, I'll change this.

I'll get the new version out soon.
 

emjlr3

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rather....

JASS:
//get your group


get that?
 

Prometheus

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Ah, Sorry. :)
Going to bed, changes are going to be tomorrow.

Just wondering, can I keep the group?
I'll change it if it means getting this spell approved but could I skip that little thing?
 

emjlr3

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if you dont want to its fine, but why would you not want to?
 

Prometheus

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Better organization I guess, at least for me.

Edit: Done
 

PurgeandFire

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Cool.. I don't see any problems, on your account that is. I mistakingly put:
JASS:
set dummy = null
set target = null


I don't think you need to null an object unless it is set. But I'm not sure. You might just want to be on the safe side and keep it until someone else confirms otherwise. :)
 

Pyrogasm

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You only need to null a handle if it has been previously set to something and isn't global like so:
JASS:
function SomeFunc takes nothing returns nothing
   local unit Dummy //Notice how it's not set here

   if udg_SomeBoolean then
       set Dummy = CreateUnit(...)
       call DoSomethingWithThis(Dummy)
       call UnitApplyTimedLife(Dummy, 'BTLF', 2.00)
       set Dummy = null //We null it here because we know it has a value
   endif

   //Note how the line "set Dummy = null" is not present here
endfunction
 

Prometheus

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Okay, will do...

Edit: According to Emjir3, I should just leave it the way it is, I had it like that before...
 

emjlr3

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when ur done with your code, update it in the first post, let me know and ill reread it
 

Prometheus

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Wait, so do you want me to null the unit every loop or at the end?
 

Pyrogasm

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For any unit variable you only need to null it at the end. Or, if there is the possibility that it is not created, at the last point you know it to exist.
 
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