| Fixus map. | |
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Jean-Mii
Posts : 146 Join date : 2012-01-27
| Subject: Fixus map. Sat Apr 28, 2012 1:28 am | |
| Chakra, since u gave people the ReVo map, I'm wondering if you can give also the sheeptag fixus one too? I know a mapmaker that can add somethings we would like(i.e: vision on) so Fixus map could replace the actual Grr map which is full of bugs. | |
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Chakra
Posts : 357 Join date : 2012-01-21
| Subject: Re: Fixus map. Sat Apr 28, 2012 6:24 am | |
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008
Posts : 6 Join date : 2012-02-16
| Subject: Re: Fixus map. Sat Apr 28, 2012 11:39 am | |
| Yea -vision on is pretty hard to add:(((
And grr map is just trash. | |
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Chakra
Posts : 357 Join date : 2012-01-21
| Subject: Re: Fixus map. Sat Apr 28, 2012 1:05 pm | |
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XXXandBEER
Posts : 424 Join date : 2012-01-23
| Subject: Re: Fixus map. Sat Apr 28, 2012 1:10 pm | |
| - Jean-Mii wrote:
I know a mapmaker that can add somethings we would like(i.e: vision on) omgmgmogmomgomogmogmomgm pls tell me who??!??!? I really want to learn how do to this!!!!!!! Its so hard to do omgoogmogmogomgomogm | |
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008
Posts : 6 Join date : 2012-02-16
| Subject: Re: Fixus map. Sun Apr 29, 2012 3:13 am | |
| Yeh I heard by Chakra that you needed like 200 lines of vjass. | |
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Chakra
Posts : 357 Join date : 2012-01-21
| Subject: Re: Fixus map. Sun Apr 29, 2012 6:51 am | |
| Or... Add - Code:
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fogmodifier array fogM boolean visionOn = false to script header after line 83: - Code:
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group doomedUnits = CreateGroup() Add - Code:
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set fogM[i] = CreateFogModifierRect(Player(i), FOG_OF_WAR_VISIBLE, GetWorldBounds(), true, false) to coreInit after line 55: - Code:
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call DisplayTimedTextToPlayer(Player(i), 0, 0, 3, infoString) Add - Code:
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elseif GetEventPlayerChatString() == "-vision" then if visionOn then call DisplayTextToPlayer(Player(n), 0, 0, color[i] + GetPlayerName(GetTriggerPlayer()) + "|r has disabled visibility!") set t = 0 loop exitwhen t == 12 call FogModifierStop(fogM[t]) set t = t + 1 endloop set visionOn = false else call DisplayTextToPlayer(Player(n), 0, 0, color[i] + GetPlayerName(GetTriggerPlayer()) + "|r has enabled visibility!") set t = 0 loop exitwhen t == 12 call FogModifierStart(fogM[t]) set t = t + 1 endloop set visionOn = true endif to sheepCommands after line 58: - Code:
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elseif GetEventPlayerChatString() == "-destroy all farms" then call DisplayTextToPlayer(Player(n), 0, 0, color[i] + GetPlayerName(GetTriggerPlayer()) + "|r has destroyed all the farms!") if n == 0 then set g = CreateGroup() call GroupEnumUnitsInRect(g, GetWorldBounds(), function Trig_sheepCommands_RemoveProperFarms) call DestroyGroup(g) set g = null endif So 21 lines of code.
Last edited by Chakra on Sun Apr 29, 2012 1:06 pm; edited 2 times in total | |
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lpvb
Posts : 11 Join date : 2012-04-29
| Subject: Re: Fixus map. Sun Apr 29, 2012 6:14 pm | |
| Wouldn't it be simpler just to add - Code:
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boolean visionOff = true after - Code:
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gobals in the script header, this - Code:
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if GetEventPlayerChatString() == "-vision" then set visionOff = not visionOff call FogMaskEnable(visionOff) call FogEnable(visionOff) endif after - Code:
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if Player(i) == GetTriggerPlayer() then and this - Code:
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call TriggerRegisterPlayerChatEventAll(gg_trg_sheepCommands, "-vision", true) before - Code:
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call TriggerAddAction(gg_trg_sheepCommands, function Trig_sheepCommands_Actions) in sheepCommands? That's like 7 lines. | |
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Chakra
Posts : 357 Join date : 2012-01-21
| Subject: Re: Fixus map. Sun Apr 29, 2012 7:28 pm | |
| Sure. Didn't know those functions existed. Or forgot about them. But the point was to keep it with the other host commands.
Either way, your doodads are still ugly.
And perhaps you should try developing ReVo--I'm sure you're competent enough. You said my code was ugly, wait till you see that. ^^ | |
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lpvb
Posts : 11 Join date : 2012-04-29
| Subject: Re: Fixus map. Sun Apr 29, 2012 8:06 pm | |
| - Chakra wrote:
- Sure. Didn't know those functions existed. Or forgot about them. But the point was to keep it with the other host commands.
Either way, your doodads are still ugly.
And perhaps you should try developing ReVo--I'm sure you're competent enough. You said my code was ugly, wait till you see that. ^^ I've seen it. GUI. Hell no. Not bothering. | |
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lpvb
Posts : 11 Join date : 2012-04-29
| Subject: Re: Fixus map. Sun Apr 29, 2012 9:49 pm | |
| Perhaps no one bothers to edit your maps because it isn't well commented, hard to read, and not modular enough to add new features easily? Anyways, I might try to rip the terrain from revo and integrate it into Ultimate's as an alternative terrain option similar to Trolls vs Elves. | |
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Chakra
Posts : 357 Join date : 2012-01-21
| Subject: Re: Fixus map. Mon Apr 30, 2012 4:40 am | |
| Fixus is perfectly modular enough.
ReVo, however, had no forethought. The map has been continuously developed since 2002 with no aim. The code is very, very haphazard. The majority of the map (of what Gosu did) is in GUI, mine is in vJASS (thought much of it is simply converted and cleaned a little).
It is still shitty and utterly impossible to really modify without some random bug appearing. | |
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Jean-Mii
Posts : 146 Join date : 2012-01-27
| Subject: Re: Fixus map. Wed May 02, 2012 2:04 am | |
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I_think_I_own
Posts : 138 Join date : 2012-02-01
| Subject: Re: Fixus map. Wed May 02, 2012 8:13 pm | |
| Rofl !!! @ chakra calling doodads ugly. More like his face is ugly LOL
I heard chakra = made 24 lines of coding to do the switch mode in revo? Some1 correc me if im wrong but chakra spent hours on coding that wud take minutes
Lolwtf shit mapmaker = shitty map = declined activity = downfall/death of st | |
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