| 08-29-2006, 11:07 PM | #2 |
Dont you think thats a bit too many keys to press? Especially since war3 does delay a bit in key events. |
| 08-30-2006, 08:40 AM | #3 |
I can't check out how much time users have to press the keys, but I'm guessing it would suck for any kind of BNet play. It also appears to be have an effect pretty similar to Omnislash, which isn't very original. (Can't check because I'm at school) |
| 08-30-2006, 12:03 PM | #4 |
It's too bad those events lag on BNet. It would make a neat effect to have some arrow-key input based spells in a map. |
| 08-30-2006, 12:04 PM | #5 |
Well, the so called "Allowed Command Delay" is free changeable in the Trigger. I set it to 2.50 seconds, and it is playable on Bnet once you got used to it. The point of so many keys is that each Slash actually increases the damage of the next hit, and the last two slashes are kinda special too >>;. |
| 08-30-2006, 12:20 PM | #6 |
Yeah, in my testing it took me >50 tried to get the last one to work. My real problem with the spell is the caster has to stare at the next key in line, completely missing any eye candy you put into the spell as well as the motions of neary enemy heros. Makes it rather impractical in terms of use in fast paced maps. Could be really neat in SP though. Also, the host always has perfect syncs with these sorts of triggers, but if someone slow hosts this on BNet, you would notice the significant delay between hitting the key and getting the result. Same thing happens with selection events. |
| 08-30-2006, 12:28 PM | #7 | ||
Yes, that's a problem which is inevitable...unless you learned the combo by heart. But since you do that spell, all you want would be to kill the enemy, so the surroundings is non of a matter. You can do the damage while the rest(especially the target) enjoy the eye-candy then >>. Quote:
Quote:
|
| 08-30-2006, 03:57 PM | #8 |
The host doesn't have to be slow. Not everyone is able to get a super fast connection. Latency is a factor in everything that is made to be played over the internet, if you don't account for it then it is bad design. (2.5 seconds is probably enough time even with delay though) |
| 08-30-2006, 04:19 PM | #9 | ||
Quote:
Quote:
|
| 09-02-2006, 11:10 AM | #10 |
It was quite fun to play around with, but I would still be concerned for non-singleplayer use. The code isn't the most efficient, but it seems good and doesn't appear to leak. One thing that I would definitely think about for customisation, would be to have the list of commands in a delimited string, instead of having a separate function for each. You could use comma or semicolon delimiting and loop through to store all the respective commands. It's going to take me a little while to write up a list of specific improvements that can be made. I'll get it up later today. |
| 09-02-2006, 01:55 PM | #11 |
Good idea, updating. |
| 09-02-2006, 07:40 PM | #12 |
Your Trig_Dance_of_the_Red_Moon_Actions function does not follow the JESP naming standard. You also do not always adhere to the standard with your attached vars. You made your own function to clear the screen of messages which is unnecessary, as their is already a ClearTextMessages native. Usage would be: JASS:if GetLocalPlayer() == p then call ClearTextMessages() endif I would be inclined to use a string array for all the slash text stuff. It would be much easier (and cleaner) to manipulate. Would also make it easy to setup if you use a delimited string and also remove the need for the huge if/then/else string to set next command and colour previous one. |
| 09-02-2006, 08:25 PM | #13 | |
Quote:
Also, the attached vars that "do not follow the standard" are dynamicly created and destroyed, so I don't see the point in adding names there either. Function clear changed. String array thing was changed in 1.1 already. |
| 09-02-2006, 08:37 PM | #14 | ||
Quote:
The JESP standard requires that all functions are prefixed by the spell code name + "_". Quote:
Once again, the JESP standard requires that all things attached to public objects via game cache must have a prefix of spell code name + "_". JASS:set commands[1] = GetHandleString(caster,"DotRM Slash 1") set commands[2] = GetHandleString(caster,"DotRM Slash 2") set commands[3] = GetHandleString(caster,"DotRM Slash 3") .... set commands[29] = GetHandleString(caster,"DotRM Slash 29") set commands[30] = GetHandleString(caster,"DotRM Slash 30") Could be changed to a loop. That is one of the reasons to use an array. |
| 09-02-2006, 08:48 PM | #15 | |
Quote:
And why do they have to have a "_" anyway? About that loop, oups, changing that. |
