| 11-11-2007, 03:02 AM | #1 | ||||||
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| 11-11-2007, 09:59 AM | #2 |
ive seen 2 black hole spells already, and tried to import in my map, but they affect structures which i dont want to affect, i tried configuring them but still affect the structures i hope this doesnt affect structures is this a system? |
| 11-11-2007, 11:01 AM | #3 |
If you've configured them then it might be a problem with those spells. This is a normal spell, doesn't follow the JESP standard since I was too lazy to add the JESP manifest. The spell itself is 100% configurable though. Btw, I'm noypi as well =þ |
| 11-11-2007, 11:06 AM | #4 |
Always post the spell code. |
| 11-11-2007, 02:21 PM | #5 |
I've done a quick review, and this is what I've found:
Because this spell has been done, in theory I should graveyard this, so I need a good justification why it should be approved. |
| 11-11-2007, 02:41 PM | #6 | |
Because the spells are different. Blade's removes the units entirely and damages nearby ones. This one sucks enemies in and holds them there, then the black hole implodes, sending the ones sucked in flying and damaging other units. Quote:
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| 11-11-2007, 02:44 PM | #7 |
I will let him live for now. Mainly because he knows how to import ABC. (You would be surprised at the amount of people who copy whole ABC text on top of their trigger text, they think it is a macro or something!? ) He also used private actions and conditions, that is a big plus. He did not use local trigger: JASS:function InitTrig_Black_Hole takes nothing returns nothing set gg_trg_Black_Hole = CreateTrigger( ) call Preload(BlackHole_FX) call Preload(Explode_FX) call Preload("Objects\\Spawnmodels\\Undead\\ImpaleTargetDust\\ImpaleTargetDust.mdl") call TriggerRegisterAnyUnitEventBJ( gg_trg_Black_Hole, EVENT_PLAYER_UNIT_SPELL_EFFECT ) call TriggerAddCondition( gg_trg_Black_Hole, Condition( function Conditions ) ) call TriggerAddAction( gg_trg_Black_Hole, function Actions ) endfunction JASS:public function InitTrig takes nothing returns nothing local trigger trig = CreateTrigger() call Preload(BlackHole_FX) call Preload(Explode_FX) call Preload("Objects\\Spawnmodels\\Undead\\ImpaleTargetDust\\ImpaleTargetDust.mdl") call TriggerRegisterAnyUnitEventBJ( trig, EVENT_PLAYER_UNIT_SPELL_EFFECT ) call TriggerAddCondition( trig, Condition( function Conditions ) ) call TriggerAddAction( trig, function Actions ) endfunction // InitTrig is public, remember that. The greatest remark is terrible indentation of the code. Learn to use tabs instead of spaces. (or use 4 spaces if your editor does not support tabs) ------ This is close to being JESP, he just needs some more work. EDIT: You should use this for a spell icon: ReplaceableTextures\CommandButtons\BTNGenericSpellImmunity.blp It is an active spell after all. |
| 11-11-2007, 02:52 PM | #8 | |||
Quote:
Quote:
Quote:
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| 11-11-2007, 03:24 PM | #9 | |
Quote:
(when you are naming it only InitTrig to avoid WE dependence.) |
| 11-12-2007, 08:30 AM | #10 |
I didn't use a local trigger because: a. The global is created anyways b. Some people may want to disable triggers dynamically Oh and I know about Blade.dk's blackhole, I ripped off the model from his demo map =þ _________________________ You can determine which units are sucked in, it's just below some constant functions and is explicitly named Filter The InitTrig is called 'InitTrig_Blackhole' so I do not need to add a public/private prefix. My calculations are fine, d.expiration*SUCK_INTERVAL just determines the speed travelled per second in wc3 units(for example, 800 units per second) Which means I'd have to do something like this JASS:
if d.expiration < d.distance then //d.distance == d.expiration*SUCK_INTERVAL
set x = d.x + d.expiration * Cos(a*0.01745) //Uses a local var 'x'
set y = d.y + d.expiration * Sin(a*0.01745) //and local var 'y' instead of d.x and d.y
set d.expiration = d.expiration + SUCK_INTERVAL
endif
Oh and sorry cohadar, I forgot to say in the first post that I use ABC. Check first post for the new link for the newer version of the demo map. I've included some minor changes and added a filter for units who should be knocked back. |
| 11-13-2007, 02:00 AM | #11 |
ok i tested the spell...it was cool but its lag |
| 11-13-2007, 07:08 AM | #12 |
It's not laggy, even on my computer. It just so happens that I've amassed trolls in the map so the units are the ones who are affecting your computer's lag issues. |
| 11-13-2007, 09:04 AM | #13 |
ah ok maybe ill use that in my map :D lol - moyack removed it :P |
| 11-21-2007, 05:42 PM | #14 |
This would be sweeter if it had some levels. |
| 11-23-2007, 11:07 AM | #15 |
That's why I split some constant globals into constant functions. There you can just set a formula like 50+10*level It supports levels. |
