System Projectile

Kenny

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Version 0.2.6 is now out (it takes longer to update the original posts than it does to build a new version).

This version (once again) should be the final version before I take this system out of Beta. This latest update attempted to make the system far more consistent, reliable, safe and easy to use, while still keeping most of the main features needed in a projectile system.

I am quite pleased with the new and improve safety and consistency with this version and I hope others are too.

Enjoy (to those who actually use this).
 

BlackRose

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Wasn't I the only one meant to see the new spell haha! LOL. Hi! Yay! New version :D

After testing: Haha. Love it. You did all the things discussed with you (ages ago >.<). Hm. I'll probably end up finding more stuff to annoy you about :)

Actually, where is ProjVision :O
 

Laiev

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>> Actually, where is ProjVision :O

true ><"

I have to edit the system to get vision of the projectile |: (no, I have not done it yet)

or make a little snipped with ProjGroup |:
 

Kenny

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~ Hm. Cast Gravity Ball on your portrait. 0 distance :) It fails :D

Hahaha seriously, stop messing with my demonstration abilities, you always find a way to break them. :p

I'll fix it when I can, all I have to do is fix the max distance issue.

Also ProjVision sounds like a pretty cool idea. Not exactly sure how I'd go about doing that. Is there a way to manipulate sight radius via triggers?
 

Tom_Kazansky

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yay, new version! :D

Also ProjVision sounds like a pretty cool idea. Not exactly sure how I'd go about doing that. Is there a way to manipulate sight radius via triggers?

the Item Sight Range Bonus ability is bugged like Item Life Bonus and Item Mana Bonus (from level 2, the bonus is hold even the ability is removed and negative/positive bonus will increase/decrease visions)

I haven't actually used this but I think it would have an actual use now :)
 

BlackRose

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Hahaha seriously, stop messing with my demonstration abilities, you always find a way to break them. :p

I exist for that purpose only :)

What about ProjType? Although you don't need an entire thing for that o-o? Maybe just a string? [ljass]set p.projName = "Lightning Ray"[/ljass] o_O ~ And you could filter projectiles by checking things like [ljass]p.projName != "Lightning Ray[/ljass]. Hm. But what if you wanted to filter a specific type D: Like this ability only affects fire projectiles.... X_X I lost myself now o-o

And trigger the sight? Isn't the sight radius in pieces of 64 or something. So get 1800 / 64 units LOL. Idk ~ T.T You could just have only one vision type. Flying :)

Edit: ProjClass sounds better haha.

Edit: setCommon will bug if tempD or something is 0 :) Add safety? O_O
 

Bribe

vJass errors are legion
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JASS:
//The other two values in SetUnitScale do nothing?
        method operator scaleSize= takes real value returns nothing
            call SetUnitScale(this.dummy,value,0.00,0.00)
            set this.scale = value
        endmethod
 

Kenny

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Unfortunately it seems like Item Sight Range Bonus doesn't work well with units that have the locust ability (as well as other modifications that make them decent projectiles).

@ People who asked about projectiles with vision:

I have come up with a module that allows for projectiles to have vision, however it is pretty damn inefficient (only way I could get any type of consistency with vision radii was to use farsight constantly to provide vision). I have a couple of questions:

1. Do you need a lot of projectiles to have a vision ability?

2. How big of a radius is needed for projectile vision?

I have done some tests. Any projectile (or unit) moving a high speeds diagonally across the map with a small sight radius (~350 or less) will experience FoW glitches (can't be helped). Therefore, for sight ranges I thought I would use something like: 400, 500, 600, 700, 800 and 900.

Would any other radii be needed for projectiles? I can go higher than 900, however going lower than 400 may cause some unwanted effects.
 

Bribe

vJass errors are legion
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If only there was a way to configure the speed at which fog of war fades in and out. I had a lot of visibility problems in a dark-ambience map I was making where I wanted to reveal only 400 radius of sight but, because of the speed at which the fog is revealed, much of the time my units could only see +50 to +100 radius. Shame.
 

Laiev

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@Kenny

1 - Yes
2 - 400-600 for me

Idk if it will work (well, it work with share unit with neutral) but shared vision?
 

Switch33

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It seems to me the better way to do projectile vision would be to have special models with omnilights. There used to be a map that showed that very well i think 1.24 broke it tho.
 

Kenny

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I've come up with what I believe to be the best solution to giving vision to projectiles in a somewhat dynamic fashion. It is still quite inefficient, but it is far better than all other solutions (trust me I have tried like 6 different ways).

The new module will have sight radius bonuses ranging from 100 to 900, in increments of 100 (i.e. 100, 200, 300, 400 etc.). It will round to the nearest hundred (i.e. 438 rounds to 400, 450 rounds to 500) and if a number greater than 900 or less than 100 is imput, it will just give 900 or 100 sight range, respectively.

I want to get as much information as possible before I release the next version, as it may be the version in which I take it out of beta. The release will include:

  • Updates to the main system, including a few bug fixes and efficiency increases (for projgroups).
  • Three additional modules, including:
    • ProjVisions - Gives dynamic vision to projectiles that can be attached and detached.
    • ProjClasses - Allows users to categorise and classify projectiles by class, label and power.
    • ProjEffects - Allows additional effects to be placed on a projectile.
  • Updates to the test map (another test spell), and updates to documentation.
 

Tom_Kazansky

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ProjVisions: until now, I don't have any uses for this so... I have no comments :)
ProjClasses: you mean something like: physical/magical, attack/spell,... right? :p
ProjEffects: how many "extra" effects can be added on one projectile? for my own use, I have slightly modified your system so a projectile can have one extra effect (this is rarely used, though)
 

Laiev

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- ProjVisions: This is useful and probably the thing which I'm waiting for long time.

- ProjClasses: You mean something like damage type? Also supported by ProjGroup I hope so. Probably this will be the way to separate the 'spell' missile and 'attack' missile, right?

- ProjEffects: Don't know yet, need to see what type of placement this will allow, because just a simple effect attached is not so good at all, IMO.
 

BlackRose

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Updates to the test map (another test spell), and updates to documentation.
images


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