All times are UTC


Dear guest, welcome to YouTD!

Chrono Jumper by axllow
Name General Description
1, 2, 3, 4, 5 ... 11
Chrono Jumper v28
770
UNIQUE
General
Wave lvl: 31

Submission
By: axllow
Date:2011-06-24 11:35:51
Status:
IN THE MAP v1.00
ID:287
Last Update:2014-12-07 13:32:08
Description
Space-teleport device. Use it carefully.

Abilities
Chrono Jump
Tower makes a leap through space to a target free location for 10 seconds, then returns to its original position. Increases attackspeed by 10% for the duration.

Active ability:
Cooldown: 30 sec
Range: 1500


1, 2, 3, 4, 5 ... 11
Reply to topic

Discussion

Page 1 of 11 [ 156 posts ] Go to page 1, 2, 3, 4, 5 ... 11  Next
Author Message
 Post subject: Chrono Jumper v28 (287)
PostPosted: Fri Jun 24, 2011 9:35 am 
Offline
Advanced User

Joined: Fri Jun 24, 2011 5:52 am
Posts: 129
This is the discussion thread for the item Chrono Jumper (287)

Creator's comments for this item:

You can erase enemies from time!


Top
 Profile  
 
 Post subject: Update to version v2!
PostPosted: Fri Jun 24, 2011 9:40 am 
Offline
Advanced User

Joined: Fri Jun 24, 2011 5:52 am
Posts: 129
The item has been updated to version v2!

Creator's reason for this update:

Upd.


Top
 Profile  
 
 Post subject: Re: Chrono Jumper (287)
PostPosted: Fri Jun 24, 2011 9:52 am 
Offline
Power User
User avatar

Joined: Wed May 27, 2009 6:40 pm
Posts: 2795
Location: Langenfeld Germany
the autocast tooltip is not clear it does not describe what it does

_________________
2000 posts with ancient of wonders


Top
 Profile  
 
 Post subject: Update to version v3!
PostPosted: Fri Jun 24, 2011 10:04 am 
Offline
Advanced User

Joined: Fri Jun 24, 2011 5:52 am
Posts: 129
The item has been updated to version v3!

Creator's reason for this update:

Upd tooltip.


Top
 Profile  
 
 Post subject: Re: Chrono Jumper (287)
PostPosted: Fri Jun 24, 2011 10:19 am 
Offline
YouTD developer
YouTD developer
User avatar

Joined: Wed Dec 29, 2010 12:20 pm
Posts: 4527
Location: Australia
Lovely concept, but I'm afraid we have a problem :/

Towers in YouTD are not usually just single units like in the testmap; theres doodads to consider as well..
although doodads might not have to be moved, this would look a bit silly for some towers.
Might still be doable though. lemme think and i'll get back to you (or see if you can figure something out yourself)

_________________
Goldcost to waveLevel & elementLevel relationship
Incremental Testmap Stub & Tower Creation Map


Top
 Profile  
 
 Post subject: Re: Chrono Jumper (287)
PostPosted: Fri Jun 24, 2011 10:23 am 
Offline
YouTD developer
YouTD developer
User avatar

Joined: Wed Dec 29, 2010 12:20 pm
Posts: 4527
Location: Australia
also, tooltip: "for a 10 seconds then back"
get rid of the "a"

and it needs to FAIL if its cast on/very near the item carrier (else it bugs up)

_________________
Goldcost to waveLevel & elementLevel relationship
Incremental Testmap Stub & Tower Creation Map


Top
 Profile  
 
 Post subject: Update to version v4!
PostPosted: Fri Jun 24, 2011 12:07 pm 
Offline
Advanced User

Joined: Fri Jun 24, 2011 5:52 am
Posts: 129
The item has been updated to version v4!

Creator's reason for this update:

Tooltip and bug fix.


Top
 Profile  
 
 Post subject: Re: Chrono Jumper (287)
PostPosted: Fri Jun 24, 2011 1:10 pm 
Offline
Advanced User

Joined: Fri Jun 24, 2011 5:52 am
Posts: 129
Glowackos wrote:
Lovely concept, but I'm afraid we have a problem :/

Towers in YouTD are not usually just single units like in the testmap; theres doodads to consider as well..
although doodads might not have to be moved, this would look a bit silly for some towers.
Might still be doable though. lemme think and i'll get back to you (or see if you can figure something out yourself)


FAIL. I had not thought about it :) . May be change color and opacity of "jumping" unit? Or create some effects around it. So it will look better.


Last edited by axllow on Fri Jun 24, 2011 7:44 pm, edited 1 time in total.

Top
 Profile  
 
 Post subject: Re: Chrono Jumper (287)
PostPosted: Fri Jun 24, 2011 1:45 pm 
Offline
YouTD Admin
YouTD Admin
User avatar

Joined: Fri Jan 09, 2009 3:02 pm
Posts: 4324
Location: Belgium
This definately needs to be unique


Top
 Profile  
 
 Post subject: Update to version v5!
PostPosted: Fri Jun 24, 2011 2:25 pm 
Offline
Advanced User

Joined: Fri Jun 24, 2011 5:52 am
Posts: 129
The item has been updated to version v5!

Creator's reason for this update:

Now unique. One more bug fixed.


Top
 Profile  
 
 Post subject: Re: Chrono Jumper (287)
PostPosted: Sat Jun 25, 2011 2:20 am 
Offline
YouTD developer
YouTD developer
User avatar

Joined: Wed Dec 29, 2010 12:20 pm
Posts: 4527
Location: Australia
axllow wrote:
Glowackos wrote:
Lovely concept, but I'm afraid we have a problem :/

Towers in YouTD are not usually just single units like in the testmap; theres doodads to consider as well..
although doodads might not have to be moved, this would look a bit silly for some towers.
Might still be doable though. lemme think and i'll get back to you (or see if you can figure something out yourself)


FAIL. I had not thought about it :) . May be change color and opacity of "jumping" unit? Or create some effects around it. So it will look better.


i don't think this will be enough.
Think of ball lightning accelerator's main unit - its a sideways building!
plus there are also towers that just have blank MDLs for their main unit.
have a look into a tower testmap and see how the tower effects are injected (in the libInject trigger; scroll down to the bottom) - after being placed, all effects are saved into a list. You can try using this list to move/place a secondary set of doodads at the blink position.

Again, really cool idea! :D Hopefully it can be pulled off.


edit: also, using SetUnitPositionLoc for towers will cause bugs with the new "antijump" system in the next version. To set tower position, please use my method: Tower.setPos(real x, real y). This will automatically register the new postion of the tower as legal, and not move it back. You will have to add a dummy method for this to the item creation map if you want to save, and in the testmap if you want to test.

_________________
Goldcost to waveLevel & elementLevel relationship
Incremental Testmap Stub & Tower Creation Map


Top
 Profile  
 
 Post subject: Re: Chrono Jumper (287)
PostPosted: Sat Jun 25, 2011 11:05 am 
Offline
YouTD Admin
YouTD Admin

Joined: Thu May 20, 2010 8:11 pm
Posts: 1601
Location: Germany
The code is not really good.
1. If I have seen it correctly you create a tower at the position of the moved tower. This tower can attack, can't it ?
2. Instead of using a region or a rect you can use DistanceBetweenPoints(towerLoc, targetLoc) < 400.0
3. You have to remove locations, rects and regions with RemoveLocation/Rect/Region() and you have to null variables at the end of the function (only variables of native non-primitive types). In this case it would be location, rect, region, item and unit (not Unit).
Example:
call RemoveLocation(sloc)
set sloc = null

Note that you have to store the location returned by GetUnitLoc() in a variable else you won't be able to destroy it. That's the case for IsLocationInRegion(sregion,GetUnitLoc(ill))


Top
 Profile  
 
 Post subject: Re: Chrono Jumper (287)
PostPosted: Sat Jun 25, 2011 11:13 am 
Offline
YouTD developer
YouTD developer
User avatar

Joined: Wed Dec 29, 2010 12:20 pm
Posts: 4527
Location: Australia
der_kleine_Tomy wrote:
The code is not really good.
1. If I have seen it correctly you create a tower at the position of the moved tower. This tower can attack, can't it ?
2. Instead of using a region or a rect you can use DistanceBetweenPoints(towerLoc, targetLoc) < 400.0
3. You have to remove locations, rects and regions with RemoveLocation/Rect/Region() and you have to null variables at the end of the function (only variables of native non-primitive types). In this case it would be location, rect, region, item and unit (not Unit).
Example:
call RemoveLocation(sloc)
set sloc = null

Note that you have to store the location returned by GetUnitLoc() in a variable else you won't be able to destroy it. That's the case for IsLocationInRegion(sregion,GetUnitLoc(ill))


yeah, we don't want leaks lol. just use "getUnitX" and "getUnitY". Its cleaner and you'll need these as separate variables anyway, when you call Tower.setPos

_________________
Goldcost to waveLevel & elementLevel relationship
Incremental Testmap Stub & Tower Creation Map


Top
 Profile  
 
 Post subject: Re: Chrono Jumper (287)
PostPosted: Sat Jun 25, 2011 12:12 pm 
Offline
Advanced User

Joined: Fri Jun 24, 2011 5:52 am
Posts: 129
Ok. It my first work in jass so sorry about not clear code.
How exactly will look setPos? =)


Last edited by axllow on Sat Jun 25, 2011 4:30 pm, edited 3 times in total.

Top
 Profile  
 
 Post subject: Update to version v6!
PostPosted: Sat Jun 25, 2011 2:35 pm 
Offline
Advanced User

Joined: Fri Jun 24, 2011 5:52 am
Posts: 129
The item has been updated to version v6!

Creator's reason for this update:

Code improvement. Some descriptions. Now working on the shorter distances.


Top
 Profile  
 
Display posts from previous:  Sort by  
Reply to topic  [ 156 posts ]  Go to page 1, 2, 3, 4, 5 ... 11  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 6 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group