Island Defense
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Author Topic: Island Defense Hell Edition  (Read 1810 times)
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sickle
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« Reply #25 on: August 27, 2010, 10:37:45 PM »

1) Learn JASS

2) Learn vJASS
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hells_maker
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« Reply #26 on: August 27, 2010, 10:47:43 PM »

not everything has to be done in jass. i do have jass in the map i use it for alot the triggers so...
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hells_maker
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« Reply #27 on: August 27, 2010, 10:54:06 PM »

tweaked the map slightly http://epicwar.com/maps/146781/ here is the newer version.  Grin
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« Reply #28 on: August 27, 2010, 10:54:15 PM »

Can you people please tell me what exactly you didnt like about the map.
1: im going to take the techno glitch out.
2: im going to give techno a hunter.
3: im going to make sylvanas's stun archer cost more food.
4: im going to put a little more detail in to the map.
and no aflac is not me. so please tell me what else you want fixed!  Grin
What little you know, my child. You are an extension of myself, an extension which I am using to manipulate the world outside of my personal reach. I am your ultimate creator, I am your master, and you exist to serve me and fulfill my wishes, whether you want to or not. Our cause is a benevolent one, as a dark shadow descends upon this world, and it is your destiny to combat it. Now, rest up, my child. Your future is ahead of you, and I assure you that it will not be an easy one; for the peril that awaits you will change this world, forever.
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« Reply #29 on: August 27, 2010, 10:54:58 PM »

I mean, write me a snippet right now that quickly indexes units.  It doesn't have to be perfect, just basic unit indexing.
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carnerox
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« Reply #30 on: August 27, 2010, 11:01:47 PM »

The jass he means is the jass from Darox version
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sickle
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« Reply #31 on: August 27, 2010, 11:06:11 PM »

probably lolol.
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carnerox
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« Reply #32 on: August 27, 2010, 11:07:17 PM »

Grin

Edit* and there is no way in hell even by testing that his version is made in Jass nor Vjass.

And using Jass/Vjass is 100% better than using GUI. So everything should be done in that.
« Last Edit: August 27, 2010, 11:09:18 PM by carnerox » Logged
AoW_Hun7312
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« Reply #33 on: August 28, 2010, 01:04:41 AM »

Worse than the Starcraft 2 Island Defense.
« Last Edit: August 28, 2010, 01:13:38 AM by AoW_Hun7312 » Logged
carnerox
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« Reply #34 on: August 28, 2010, 01:43:05 AM »

Worse than the Starcraft 2 Island Defense.
Qft
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kyleep
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« Reply #35 on: August 28, 2010, 01:57:50 AM »

Have you guys tried starcraft II island d?
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Jumby
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« Reply #36 on: August 28, 2010, 09:56:42 AM »

Have you guys tried starcraft II island d?
sadly....yes.
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« Reply #37 on: August 28, 2010, 11:12:43 AM »

Have you guys tried starcraft II island d?
sadly....yes.
and it sucked
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Zen1400
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« Reply #38 on: August 28, 2010, 11:23:28 AM »

Just because something in JASS doesn't mean its better. That said JASS allows for a lot more and if you understand it much faster than GUI.
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« Reply #39 on: August 28, 2010, 12:01:20 PM »

Actually, it's pretty true that JASS is better than GUI.  Almost always.  Infact, GUI is never better unless the JASS is made improperly.

  • There is no possible O(1) complexity with GUI, ever.
  • GUI generates unnecessary code, which creates lag.
  • JASS allows (fake) Object-Orientated Programming.
  • Timers.  Working timers.  Timers hundreds times faster.
  • Access to natives GUI can not use.
  • It takes a week to learn, if that, unless you are slow and dumb.
  • Did someone say easy importing and globals blocks?
  • You don't need to use extra function calls for no reason.
  • Far more readable than long GUI codes if indented right.
  • In JASS you can inline many function calls.
  • JASS often uses less processing power for the same jobs.
  • Possible to clear more leaks and therefore save more RAM.
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« Reply #40 on: August 28, 2010, 12:12:56 PM »

Yes, JASS is better, everyone knows that. The point is it doesn't matter how well you can code if you come up with complete shit.
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The Farmer
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« Reply #41 on: August 28, 2010, 01:08:15 PM »

Yes, JASS is better, everyone knows that. The point is it doesn't matter how well you can code if you come up with complete shit.
*Grabs popcorn and hopes for a good flame war*
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carnerox
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« Reply #42 on: August 28, 2010, 03:39:27 PM »

LOL
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AoW_Hun7312
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« Reply #43 on: August 28, 2010, 07:28:07 PM »

Yes, JASS is better, everyone knows that. The point is it doesn't matter how well you can code if you come up with complete shit.

Jass is just simpler and more intuitive than GUI (which is, infact, Jass), and you'd see it if you compare the two. Here's a simple arithmetic function that deals damage based on two times the unit's intelligence.

GUI
Code:
MySpell
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to MySpell
    Actions
        Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing (100.00 x (Real((Intelligence of (Triggering unit) (Include bonuses))))) damage of attack type Spells and damage type Normal

GUI converted JASS (the actual code, minus the pretty colors)
Code:
function Trig_MySpell_Conditions takes nothing returns boolean
    if ( not ( GetSpellAbilityId() == 'A000' ) ) then
        return false
    endif
    return true
endfunction

function Trig_MySpell_Actions takes nothing returns nothing
    call UnitDamageTargetBJ( GetTriggerUnit(), GetSpellTargetUnit(), ( 100.00 * I2R(GetHeroStatBJ(bj_HEROSTAT_INT, GetTriggerUnit(), true)) ), ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL )
endfunction

//===========================================================================
function InitTrig_MySpell takes nothing returns nothing
    set gg_trg_MySpell = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_MySpell, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_MySpell, Condition( function Trig_MySpell_Conditions ) )
    call TriggerAddAction( gg_trg_MySpell, function Trig_MySpell_Actions )
endfunction

vJASS
Code:
scope MySpell initializer Init

    globals
        private constant integer SpellID             = 'A000'
        private constant integer DamageFactor        = 100
        private constant integer AttributeFactor     = 2
        private unit caster = null
    endglobals

    private function Actions takes nothing returns nothing
        set caster = GetTriggerUnit()
        call Damage_Spell(caster, GetSpellTargetUnit(), (DamageFactor * AttributeFactor * GetHeroInt(caster, true)))
    endfunction
   
    private function Init takes nothing returns nothing
        local trigger t = CreateTrigger()
        call GT_AddStartsEffectAction(function Actions, SpellID)
    endfunction
endscope

The vJASS version includes a global block that lets you easily modify the ability id, damage, and attribute factor. This lets you import the spell to different maps easily, and helps you modify it later on. It's also more efficient, having less function calls.
« Last Edit: August 28, 2010, 07:30:35 PM by AoW_Hun7312 » Logged
Zen1400
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« Reply #44 on: August 28, 2010, 07:29:55 PM »

Seriously is no one getting the message WE KNOW CODING IN JASS IS BETTER, thats not the fucking point.
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« Reply #45 on: August 28, 2010, 07:38:44 PM »

so are you guys telling me the jass i have is no good?
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carnerox
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« Reply #46 on: August 28, 2010, 08:03:29 PM »

Show us what you have.
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sickle
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« Reply #47 on: August 28, 2010, 08:04:58 PM »

Yeah, show us your best script.
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hells_maker
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« Reply #48 on: August 28, 2010, 08:05:46 PM »

do you want all of it or just a part?
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carnerox
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« Reply #49 on: August 28, 2010, 08:09:00 PM »

Why would we need part of a script?

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