Spell Shiva's Guard(Artic Blast)vJass

INCINERATE

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hey king, i am using jassnewgen 5d .. when i import your spell, i get errors while saving, so i overlooked everything, and it was 100% correct.

so i said to myself, let me try and save your orginal posted map , and i got the same error..

so am i using a wrong version of something? cause i cant save my map anymore

347yy3p.jpg
 

Kenny

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Looks like you are using an old version of JassHelper, try updating it and see how you go.
 

INCINERATE

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thanks guys, indeed it was caused by not having the latest jasshelper.. i can save now .

update the trigger note that specifies the requirements for the spell :p
 

kingkingyyk3

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Recycling your dummy units would be beneficial.
If this spell uses Vex's standard dummy, i will recycle it.
However, I found attaching the missle(this spell's missle model) effect to dummy looks kinda weird.
So, I had to use dummy with the missle model, which looks better.
 

Sickle

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>>it would lag so much...

A map can handle well over a thousand dormant, hidden units with lag.

Simply create a unit stack. Pull and unhide units as needed, and hide them and push them back into the stack when their services are no longer required.
 

Kenny

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JASS:
private constant function Speed takes integer level returns real
    return 25. + (0. * level) //How fast the beam will slide?
endfunction


Should be in units per second. It is much easier to change for users.

This:

JASS:
static real array cos
static real array sin
static real radian


And this:

JASS:
.
            set Data.radian = (2 * bj_PI) / NUMBER_OF_BEAMS
            loop
                exitwhen i > NUMBER_OF_BEAMS
                set Data.cos<i> = Cos(Data.radian * i)
                set Data.sin<i> = Sin(Data.radian * i)
                set i = i + 1
            endloop
</i></i>


You realise these are completely useless? There is no performance benefit where it is needed. It still ends up being an array read.

All you do is make the initialisation of the spell for efficient, however it is where efficiency isn't needed.

This also means that uses cannot specify a dynamic amount of projectiles per level.

Honestly, I would still rather use the version I wrote on page 3 of this thread over this, as it allows for more configurability and uniqueness.

I don't mean to be offensive, but you don't need to attempt new things to make a spell approved. I would rather the spell be easily readable, efficient and something that follows the standards we see from most higher end spells on this site.
 

kingkingyyk3

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Should be in units per second. It is much easier to change for users.
Oh, I didn't realise it. :banghead:

This also means that uses cannot specify a dynamic amount of projectiles per level.
Hmm, do anyone find the dynamic amount of projectile useful? :thup:
 
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