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Show damage using floating text (GUI)

07-02-2006, 03:20 PM#1
Freakazoid
Like shadow1500's damage show system but in GUI.

Simple. but usefull!

It leaks ->
Quote:
Originally Posted by PipeDream
Each time you add an event a little memory is allocated for that. That memory is only returned to general use when the trigger is destroyed. The trigger is not informed when a unit dies, that it might let the memory go, nor are we given the tools to manually fix it.
Attached Images
File type: jpgFDamage.jpg (102.3 KB)
Attached Files
File type: zipDetection System.zip (43.1 KB)
07-02-2006, 04:22 PM#2
Captain Griffen
- Unit check should run on map initialisation, rather than 1 second, or it could result in units being added twice (and to decrease lag in game).
- More descriptive trigger names (with correct spelling) would be advisable, possibly with a prefix such as Damage Display, and then Text, Setup and New Units.
07-02-2006, 06:41 PM#3
Freakazoid
Quote:
Originally Posted by Captain Griffen
- Unit check should run on map initialisation, rather than 1 second, or it could result in units being added twice (and to decrease lag in game).
- More descriptive trigger names (with correct spelling) would be advisable, possibly with a prefix such as Damage Display, and then Text, Setup and New Units.

K, well if trigger names are the porblem, then lets all
07-02-2006, 06:46 PM#4
Tim.
Give me a shorter thread title, this is kind of long.
07-02-2006, 07:01 PM#5
Freakazoid
Quote:
Originally Posted by Tim.
Give me a shorter thread title, this is kind of long.

Delete the "Unit takes damage -> ".
07-03-2006, 01:07 PM#6
Freakazoid
Updated and with pic!
07-04-2006, 05:40 PM#7
Tim.
Name fixed, I'll get someone to review this.
07-04-2006, 11:36 PM#8
Freakazoid
Kool, thanks!
07-05-2006, 02:08 AM#9
emjlr3
just a question...what is the point of this when we have the same thing in JASS

this is less optimized(obviously), and with the strict rules they have here I am sure they have easy instructions to implement

not knocking your work, I just don't see a point to it
07-05-2006, 04:22 AM#10
Pheonix-IV
HAH. I've read that JESP stuff, for somone who's not really interested in trying to learn a programming language, JESP based stuff is totally useless. JESP is only useful for people who are willing to learn some JASS, and even then i find implementing such spells extensive and tedious.

This on the other hand, i understood quite easily and implemented it in about 10 seconds.
07-05-2006, 10:21 AM#11
Freakazoid
Quote:
Originally Posted by Pheonix-IV
HAH. I've read that JESP stuff, for somone who's not really interested in trying to learn a programming language, JESP based stuff is totally useless. JESP is only useful for people who are willing to learn some JASS, and even then i find implementing such spells extensive and tedious.

This on the other hand, i understood quite easily and implemented it in about 10 seconds.

Pheo speaks for me.
07-06-2006, 05:26 PM#12
Tim.
Wrong, JESP makes it easy for people who don't want to change the spell fundamentally to insert the spell into their map; and set the damage/effects all in a nice clean order. JESP != JASS.
07-06-2006, 06:49 PM#13
Freakazoid
Well can someone look into this, approve or send it to the graveyard. I dont want it to turn into "Jass vs GUI" thread
07-07-2006, 01:01 AM#14
PipeDream
I like that it is very simple. However, it leaks memory when units die as events are never destroyed. The only way around this is to use one trigger per unit. I don't know how you could fix this in GUI with out destroying the elegance.

Also, you need to use GetWorldBounds() instead of playable map area, as units can be safely moved outside of playable map.

This might be a great first step in a tutorial on damage tags. Because of things like healing and critical strike, each map will have slightly different needs for which makers will need a more generic interface.

JESP, by the way, is a concept critical for sanity in anything non trivial.
07-07-2006, 04:00 AM#15
Pheonix-IV
Despite hours of trying on my part, i have been completely unable to implement any but the simplest forms of JESP spells successfully. I find the documentation insufficient, the process required to install the spells overly long, overcomplecated and highly tedious.

But thats neither here nor there, and is unrelated to the thread.