Search found 479 matches

by Greenspawn
Tue Jan 26, 2010 8:01 pm
Forum: Custom Map Creation
Topic: Code efficiency with regard to computing resources
Replies: 24
Views: 31096

Re: Code efficiency with regard to computing resources

The better solution is to not use locations at all, but rather use coordinates and then SetUnitX() and SetUnitY(). The thing with what you're doing in the first one is that you're leaking the location returned by GetUnitLoc(). Coordinate reals don't leak, though, so you could inline it. SetUnitPosi...
by Greenspawn
Thu Jan 21, 2010 10:49 am
Forum: Custom Map Creation
Topic: Code efficiency with regard to computing resources
Replies: 24
Views: 31096

Re: Code efficiency with regard to computing resources

Computers use a lot of resources for iterative processes, like calling a function within a function, and algorithms that solve abstract problems, like calculus. So would it be better to: SetUnitPositionLoc( GetEnumUnit(), GetUnitLoc(GetSpellAbilityUnit()) ) or local unit u = GetEnumUnit() local uni...
by Greenspawn
Tue Jan 19, 2010 6:09 pm
Forum: Custom Map Creation
Topic: Code efficiency with regard to computing resources
Replies: 24
Views: 31096

Re: Code efficiency with regard to computing resources

Oxygen wrote:Less numbers and less calculus = more efficient :]
So the integer IS better, because there are a finite number of integers between 1 and 100, and an infinite number of numbers between 0 and 1?
by Greenspawn
Tue Jan 19, 2010 1:04 am
Forum: Custom Map Creation
Topic: Code efficiency with regard to computing resources
Replies: 24
Views: 31096

Code efficiency with regard to computing resources

What I'm trying to do is figure out which ways of doing things would be most efficient (i.e. take less time or demand less of a processor), so I'm hoping some people here know something about this (i haven't taken any compsci courses yet, so I don't know). For example, which of the following methods...
by Greenspawn
Mon Jan 18, 2010 2:04 pm
Forum: Custom Map Creation
Topic: Gold For Killing Creeps
Replies: 4
Views: 9401

Re: Gold For Killing Creeps

Thanks! And I do often use GUI, cause I'm not adept at JASS yet
by Greenspawn
Sun Jan 17, 2010 7:18 pm
Forum: Custom Map Creation
Topic: Gold For Killing Creeps
Replies: 4
Views: 9401

Re: Gold For Killing Creeps

How do you do that?
by Greenspawn
Sun Jan 17, 2010 1:14 am
Forum: Custom Map Creation
Topic: Gold For Killing Creeps
Replies: 4
Views: 9401

Gold For Killing Creeps

I guess this question is based on the DoE custom golding system, where you don't have to actually kill a unit to get gold for it. My question is how did you get the +6, +12, etc. floating texts to appear without making them visible to allies or enemies?
by Greenspawn
Mon Nov 02, 2009 1:26 am
Forum: Off Topic Forum
Topic: How to play a AoS...for noobs
Replies: 57
Views: 50080

Re: How to play a AoS...for noobs

6. Explore the skillset. Try various combinations of skills to see which is more effective given a certain situation.

Note: Don't be repetitive with your combos. This teaches enemies how you play.
by Greenspawn
Sat Oct 31, 2009 12:43 pm
Forum: Custom Map Creation
Topic: Inexplicable Lag w. sliding spells
Replies: 7
Views: 5996

Re: Inexplicable Lag w. sliding spells

Well, when I originally wrote it, this (exact) line gave me a syntax error (when I had all the conditions in one line of code)

function Trig_Bladewind_2_Motion_Copy_Func002Func005A takes nothing returns nothing

So i decided to write it in GUI
by Greenspawn
Sat Oct 31, 2009 12:32 am
Forum: Custom Map Creation
Topic: Inexplicable Lag w. sliding spells
Replies: 7
Views: 5996

Re: Inexplicable Lag w. sliding spells

So should I define a location as the polar projection, or use x and y coordinates?

EDIT: but it uses a defined location that is cleaned later, or just the act of using a polar projection creates a leak? And doesn't the function GetLocation(x,y) also leak?
by Greenspawn
Fri Oct 30, 2009 11:40 pm
Forum: Custom Map Creation
Topic: Inexplicable Lag w. sliding spells
Replies: 7
Views: 5996

Re: Inexplicable Lag w. sliding spells

function Trig_Bladewind_2_Motion_Copy_Func002Func004001003001 takes nothing returns boolean return ( IsUnitType(GetFilterUnit(), UNIT_TYPE_GROUND) == true ) endfunction function Trig_Bladewind_2_Motion_Copy_Func002Func004001003002001001 takes nothing returns boolean return ( IsUnitInGroup(GetFilterU...
by Greenspawn
Fri Oct 30, 2009 9:41 pm
Forum: Custom Map Creation
Topic: Inexplicable Lag w. sliding spells
Replies: 7
Views: 5996

Inexplicable Lag w. sliding spells

I am running into a weird error with one of my maps. I'm making a spell that involves a dummy unit sliding and dealing damage to units it comes in contact with, but i've properly removed all locations so that they don't cause memory leaks. And I don't create unit groups every time, I add units to a ...
by Greenspawn
Thu Oct 08, 2009 8:45 am
Forum: Updates & Discussion
Topic: v1.13c Discussion
Replies: 43
Views: 33383

Re: v1.13c Discussion

I freaking love Rikter. He's one of the heroes that FEELS real, you know? Like how conditions affect how he moves with skills. I think this should be implemented (or at least tried) in other heroes, because this would definitely add a new dimension to the operation of other heroes, and would set DoE...
by Greenspawn
Tue Oct 06, 2009 4:51 pm
Forum: Custom Map Creation
Topic: Triggered Buff Application
Replies: 4
Views: 4118

Triggered Buff Application

I have triggers that apply buffs to units via dummy units that cast spells on the intended targets, but I have it triggered on damage detection so that the buffs are applied when the damage is dealt, but what is happening is that the units are taking damage and receiving the buffs a little after (li...
by Greenspawn
Mon Oct 05, 2009 7:01 pm
Forum: Hero Suggestions
Topic: Kar, the Everburning Blade
Replies: 0
Views: 3742

Kar, the Everburning Blade

Kar The Everburning Blade Agility ; Order Model: I was thinking the same model as Caliga, but more "burning-ish". Level 1 Skill: Incendia Tempestas Creates a controllable twister of blades which deals 30/35/40/45/50 magickal damage every second to nearby foes and ruins them for 4/5/6/7/8 seconds. I...

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