Anachron
New Member
- Reaction score
- 53
I have worked on this missle engine for 2 months now and start the first official beta today.
Please post feedback, critism, pros, cons, bugs, etc.
Thanks all for your patience!
I guess I forgot some really great features:
And thanks for downloading.
Used librarys:
Please post feedback, critism, pros, cons, bugs, etc.
Thanks all for your patience!
I guess I forgot some really great features:
- Change everything ingame. (Even collision size, the effect, the movespeed etc!)
- Do anything you want and get any value you want from your missile, everytime!
- Detects unit, destructable, terrain and missilecollides!
- Faster then XE!
- Group recycling!
- Supports ARGB for unit colors.
- Simple to use.
- Very powerful functionality, which is optional.
- Very organized code.
- Extendable.
And thanks for downloading.
Used librarys:
- ARGB (optional)
- GroupUtils (required)
- Changed testmap.
- New test spell is now more awesome. (You know, its miranas arrow with some side effects)
- Increased game engine.
- Completely removed some annoying bugs.
- Added .zAngle
- Fixed collision bug
- Tons of other bug fixes
- Rewritten of code areas
- Increased efficiency
- Fixed a few small stuff.
- Remade a lot of the engine.
- Added a dummy engine. Missiles now have to be actived with .use.
- You can now clone missiles. That is why I made the dummy engine.
- You can now enumerate missiles.
- Fixed the math functions The_Reborn_Devil told me to fix. Thanks.
- The effect unit isn't an hero any longer.
- A lot of fixes have been added to the whole system.
- You can now load/save missiles easily with CustomMissile.load(HandleIdOfMissile) and Instance.save()
- Very much new updates, I don't remember everything.
- Remade a lot of the engine.
- Very much code fixes.
- Engine cares about minX/minY/maxX/maxY now.
- Implemented offset.
- Faster then ever.
- Renamed a bunch of stuff.
- You can decide whether to automatically update xy/z or not.
- You can now decide for autoFacing of XY (zArc is still in progress)
- Please check whether haze works.
- Please check whether every else works correctly.
- Please forgive me to not update this earlier and to have a lot of stuff renamed.
- Decay has been overworked. No decay counts the elapsed time.
- xyArc and zArc now are able to interact with each other.
- Missiles now automatically get destroyed when flying out of playable map. (Preventing bugs & crashes.
- Final fix of zArc.
- set cm.checkheight = true/false now says whether a missile should check heights for collision.
- SetTargetPos is working now.
- Increased testmap.
- Fixed testmap issues.
- Fixed zArc. Works perfectly now! Check it out on the units on the high walls!
- (optional) ARGB support
- Uses GroupUtils to recycle groups
- Your comments explaining the interface use the wrong grammar. It's ran, not runned. - Fixed
- You still need to remove the prefixes on your globals. - Fixed
- Why don't you just make locRect static? As of now you are creating and destroying rects when you could just be re-using the same one. - Fixed
- You realize you are destroying enumGroup twice, right? - Fixed