System Spawn Units at Point Over Time (SUPOT)

Discussion in 'Systems and Snippets' started by Prometheus, Aug 7, 2008.

  1. emjlr3

    emjlr3 Change can be a good thing Staff Member

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    your all wrong

    its emjlr3

    and, if someone breaks the system, its their own dumb fault, if rather have complete control then be force to use what functions are given
     
  2. Prometheus

    Prometheus Everything is mutable; nothing is sacred Staff Member

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    Any further comments?
     
  3. emjlr3

    emjlr3 Change can be a good thing Staff Member

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    UnitActions should be explained in the Readme
    why is spawn public?
    why is supot public?

    rest looks ok
     
  4. Prometheus

    Prometheus Everything is mutable; nothing is sacred Staff Member

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    Uhh? :confused:
    I will update the readme though.
     
  5. Uberplayer

    Uberplayer -

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    +454 / 0 / -0
    He means the supot struct and spawn named supot array. (I think)
     
  6. Prometheus

    Prometheus Everything is mutable; nothing is sacred Staff Member

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    Ah. I'll make the global private. Twas made public because of a previous version. :)

    Edit: Updated.
     
  7. emjlr3

    emjlr3 Change can be a good thing Staff Member

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    i thought ppl said you didnt need supot to be public in order to store it as an integer?

    in which case it does not need to be public

    twas the night before christmas....

    having established that, since I have never tested this and may never, if someone can verify that it works as expected ,we can approve this
     
  8. Uberplayer

    Uberplayer -

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    I tried this on my "TD template", and it worked nicely. At least the spawning part.
     
  9. Sim

    Sim Forum Administrator Staff Member

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    +531 / 0 / -0
    Approved.
     
  10. Prometheus

    Prometheus Everything is mutable; nothing is sacred Staff Member

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    Heh, thanks!
     
  11. TheDamien

    TheDamien _

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    Here are six lines that serve no purpose at all and should be removed:

    JASS:
    elseif x == null then
        debug call BJDebugMsg("No Spawn Location X Given!")
        return 0
    elseif y == null then
        debug call BJDebugMsg("No Spawn Location Y Given!")
        return 0


    The player ID check is also useless and should be removed:

    JASS:
    GetPlayerId(p) < 0 or GetPlayerId(p) > 15


    This if-then-else doesn't really do anything and can be removed.

    JASS:
    if toggle == true or toggle == false then
    else
        debug call BJDebugMsg("Bad Boolean, Bouncing Back")
        return
    endif


    The first part of this expression isn't doing anything and should be removed:

    JASS:
    number == null or number <= 0 then
     
  12. Prometheus

    Prometheus Everything is mutable; nothing is sacred Staff Member

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    Yeah, I have a newer version that I need to release but I don't want to release it until the part that my map uses is finished. I've been getting a crash and I'm unsure if it's because of SUPOT or my actual coding.
    Though if I haven't changed the above listed things yet, I shall.
     
  13. Giraffe Jr.

    Giraffe Jr. Guest

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    im sorry this doesn't really have anything to do with this...
    but im not allowed to start a new thread so here goes:

    Im a newbie when it come to using the warcraft world editor, and i am trying to make it so that when i go and pick up an item with a hero... how would i make creeps spawn right there and then? (as soon as the item is picked up)

    I have a basic idea but i cant figure out what to do with the where they spawn issues...

    Could someone give me a basic layout of which options to use/are easiest

    Thanks...<3
     
  14. TriggerHappy

    TriggerHappy ...

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    +341 / 0 / -0
    Giraffe. Im guessing you need to activate your account , through email... Or you were trying to post in the wrong section... Post in the world editor help section.
     
  15. Prometheus

    Prometheus Everything is mutable; nothing is sacred Staff Member

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    Giraffe, do you have New Gen?
     
  16. Giraffe Jr.

    Giraffe Jr. Guest

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    new gen?
     
  17. Prometheus

    Prometheus Everything is mutable; nothing is sacred Staff Member

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    Bump - Just saying I've been working on this system, it's now at version 5.9 and there are no unforseen errors afaik.
     
  18. Prometheus

    Prometheus Everything is mutable; nothing is sacred Staff Member

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    Updated to 6.1, system is seriously improved.

    I'd appreciate someone looking over it because I want to make a final release...
     
  19. Prometheus

    Prometheus Everything is mutable; nothing is sacred Staff Member

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    6.2 - Final Release

    I don't plan on updated any further unless someone finds a large bug, or some more efficient method of coding this appears.
     
  20. Prometheus

    Prometheus Everything is mutable; nothing is sacred Staff Member

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    6.3
    There were bugs. :D
     

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