| 07-13-2002, 08:27 AM | #1 |
After many long hours of mapping, I'm proud to release my newest map: D. Angel's PK Battledome 1.0. Which I'm also glad to say is only 64x64 for those dial-up users that fell asleep downloading Shadows of Evil :p (although....DAMN Shadows of Evil was/is kickass) Features ---------------------------- -NEW spells -12 player support -Sheep killing (YAY!) -Cool special effects -Chaotic gameplay -Stat increase continuing after level 10 -Minority report marines! They start on the ground and take off! Please download below and give me feedback (bug fixes, suggestions, whatever). Also on this thread I'm willing to answer any questions about how something in the map works so you can implement in your own maps. If anyone makes a cool mod/variation or whatnot, lemme know so I can check it out! :) |
| 07-13-2002, 09:31 AM | #2 |
Can rune be only cast once? |
| 07-13-2002, 04:57 PM | #3 |
Nope, they can be cast multiple times. |
| 07-13-2002, 05:05 PM | #4 |
Is that the map where you can't get rid of the special effect? |
| 07-13-2002, 05:13 PM | #5 |
I CAN get rid of the special effect, it's just that it takes alot of fancy trigger Judo :) Take a look at the marine triggers under the unit shop category in my map to see what I mean. |
| 07-13-2002, 05:27 PM | #6 |
Why do you need a MarineSESize for? |
| 07-13-2002, 07:07 PM | #7 |
It keeps track of the size of the array that holds the marine's special effects. If I didn't have it, I wouldn't know how far the for loop for adding effects should go. Hmm... I could get rid of it by using custom text and changing the for to a while loop.... |
| 07-14-2002, 04:32 AM | #8 |
Hey, dataangel, your array to store the unit special effect look complicated. Here's mine suggestion SpecialEffect[]->Special effect array variable EffectIndex->Integer for Create Marine SE action ////////////////////////////////// set MarineUnitTinyTemp=(trigger unit) Animation-Change unit height Create Special Effect to origin of MarineUnitTemp Set SpecialEffect[EffectIndex]=Last Created Effect Set MarineUnitTemp[EffectIndex]=MarineUnitTinyTemp Set EffectIndex=EffectIndex+1 for Destroy Marine SE action /////////////////////////////////// For Each (Int A) from 0 to EffectIndex, do if(trigger unit=MarineUnitTemp[Int A]), then do Special Effect-Destroy EffectIndex[Int A], else do nothing. Added to that, path at player 9 starting location corner is not passable! |
| 07-14-2002, 06:14 AM | #9 |
What's the NEW Spell? Maybe i should check it out. |
| 07-14-2002, 07:29 AM | #10 |
The new spells work by standing on runes and typing a chat message, there's 5 of them ;) Eh, littlecramp, how is what you just did any different? It looks to me like you just changed variable names. EDIT: err, wait, I see, you don't do the whole thing with bools and start it like that... Well, here's your problem. Your code will never shrink. The array will get forever bigger and bigger with a higher and higher index. Mine avoids such memory cramming by reusing spaces no longer used because the units are dead. |
| 07-14-2002, 08:02 AM | #11 |
Memory saving? |
| 07-14-2002, 08:20 AM | #12 |
Well, see, everytime you increase the size of the array, WarCraft3 has to set more memory aside for it. Now if each player buys 10 marines, that's an array of size 120 under your scheme. Under mine it _could_ be 120, but if any marines had died it'd be smaller, thus the array wouldn't be as big, thus it would take up less memory. Granted, yoyr system still gets rid of the special effect itself, which takes up more than the array, but my system is still more efficient. Actually, if War3 has a max array size (checking out blizzard.j for something like that) and pre-allocates a finite amount of memory ahead of time, then your way may make sense (cuz bigger arrays wouldn't use more memory, the memory would already be allocated). Yet, you would have problems with max-size quicker than I would, cuz I re-use spaces, and you might then hit the max amount of elements in an array. |
| 07-14-2002, 08:33 AM | #13 |
How to read the blizzard.j? I open it with a wordpad, and it show unreadable symbol! |
| 07-14-2002, 09:55 AM | #14 |
Shouldn't. Shows up fine in notepad for me. There wasn't a max_array size in there but that doesn't mean there isn't one. |
