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| Anime Fight 1.401d; Announcement | |
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| Tweet Topic Started: May 27 2009, 09:44 PM (7,514 Views) | |
| BRUTAL | Aug 5 2009, 05:59 PM Post #151 |
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Hello people, I hope my post count and join date don't give off a bad impression about me; I'm not some stupid retard noob. Lol. T_T You can look me up at TheHelper.net as BRUTAL. Anyways, I love Anime Fight; and I would like to help in any way. ;p Bones do you and your 'team' code in vJass? I hope so, or this will be lame. I am working on a map called 'Mortal Kombat Fight' and I know what you are thinking....Yes, it is EXACTLY what you'd think it is. It's essentially Anime Fight, but with Mortal Kombat. Now don't go flaming me calling me a noob and 'ripping off Anime Fight.' Lol. I didn't unprotect Anime Fight and copy shit, only thing i c'n'p'ed was the terrian. So i recreated every trigger myself, and not to be cocky, but my version is better in many ways, and efficient. But enough about that, I'd like to share my knowledge and help you with a few things you'd probably miss. I don't know if your just adding heroes and balancing spells, or actually fixing all the triggers and making shit efficient. Anyways as you know, Anime Fight is a game where buying tomes is crucial. Here's the thing, this is a Warcraft problem actually; when you buy a tome, the special effect that the item makes; that poofy-cartoon effect - it doesn't actually get destroyed thus causing general lag late game usually. If you don't believe me make a test map with a lot of tomes and see what happens, there will be a lot of small yellowish dots on the ground. So anyways like I said, my map takes Anime Fight and makes everything a lot better. Here is what you can do to fix this problem: go to items in object editor, and find all your 'tome' items. Find the field 'Art - Model Used' and remove that model. This is the thing that causes the special effect leak. Now you need to make a trigger that detects when a player buys an item, check whether its an agility, strength, intelligence etc. tome. Then just create the special effect at the heroes x and y. Heres how i did it in Mortal Kombat Fight:
It's kind of hard to read because there obviously isn't any jass tags on this forum. ;p But I hope you got what i meant, and hopefully fix it. Again I wouldn't mind helping in anyway. Edited by BRUTAL, Aug 5 2009, 06:10 PM.
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| HeartCard | Aug 5 2009, 08:34 PM Post #152 |
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From the Ace of Hearts
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Oh yeah, I remember that. Warrior Souls ran into the same thing. Except a FAR EASIER method, which I used successfully, is merely: Detect when ANY tome is used. Wait 0.02 seconds Remove last created special effect. So in other words: Instead of Ripping off Anime Fight, you're ripping off Warrior Souls. :P What you're describing is almost how I made Warrior Souls. Except I didn't C+P the terrain, I actually rebuilt it from scratch. Either way, people like you and I are of no help here at the moment. I've offered likewise to Bones' team(And prior I was the one who was going to head first the AF Remake, and then gathered the forum together for AF1.401 before Bones showed up). Either way, I'm WONDERING how exactly "Better" your MKF is to AF. Download link maybe? |
| inb4tl;dr | |
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| BRUTAL | Aug 5 2009, 09:29 PM Post #153 |
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Woah, does that actually work? That is so much more simple, thanks. ;p
Well, I have never heard of 'Warrior Souls' so sorry. I don't see how its a ripoff really. D: All I am doing is using Anime Fight gameplay as a template. Why? Because I think it is very good for a hero based map, that focuses less on creeps.
Well i just hope this Bones guy does a goodjob. >< Anime Fight doesn't just need more characters, it needs a lot of trigger reworking and such. Things like dying from going out of bounds, instead a boundary effect could be made making the hero bounce back a bit, you know. Same thing applies to in duels, if a hero slides out of the arena, it gets moved to the center. That can be used to an advantage towards the sliding hero. Example X in Anime Fight, with that slide ability. ;p But in my map I have taken care of these things. ;D
Well the map is not done as of yet, it is a solo project; I don't have a team or anything like Bones. Lol. Well, don't get me wrong, I think Anime Fight is awesome. Though like I said, there are problems in 1.400 version, which is the latest official right? Who knows maybe the version Bones is working on might fix everything and my map won't be better. :p There is just bugs and stuff that doesn't work like it should in Anime Fight, I don't know if you want me to list. Lol. Anyways if I get more progress done on my map, I'd love to show, you seem like someone who is trustworthy. |
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| Crimson King | Aug 6 2009, 01:18 AM Post #154 |
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Demon King
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That naruto is ungodly outdated
Edited by Crimson King, Aug 6 2009, 01:19 AM.
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![]() Bow before me. Die for your crime of defying the King of One Hundred Demons, and repent in the afterlife. There is none before me, and none after me. I am the Devil King of the Sixth Heaven, Oda Nobunaga!
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| HeartCard | Aug 6 2009, 01:18 AM Post #155 |
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From the Ace of Hearts
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Main Thing: Yes. We WOULD appreciate that list of "bugs and stuff that doesn't work like it should". By listing it here, you make it available knowledge for the mapmakers to fix(if they do so).
Aye. If you can actually find a DL link to v1.11(maybe even 1.12) you'll notice it has the lag issue you stated. Whereas 1.13+ suddenly did not. Why it works is abit confusing to be honest. Because NOW when I trigger special effects, if "Destroy last created effect" is pretty much not RIGHT after the last created effect, it won't be removed. Normally adding even a 0.01 wait timer between them can cause such problems.
Warrior Souls was a Solo Project two. It was also my first experience with WC3 Map Editor. It did not use any JASS due to lack of personal knowledge in the field. Although I have more than remedied that lack of knowledge, it continues to be GUI where able so that those who deprotect the map can learn from it. The "Protection" my map goes through is actually "Compression" to shrink the filesize. Hint. Hint.
And yet you're on these forums. Check out the main forum sections here. One of them is Warrior Souls. Which includes Warrior Souls: BladeForge. Warrior Souls will no longer use the AnimeFight template for PvP of course, as the topics state, but it was the best option originally. It's simplistic, but effective. If you want, you can look through the Warrior Souls topics for ideas in your map(Probably for modes and such). I don't mind, so long as you credit the map(Not Me. Do Not Credit HeartCard. That...does not help xD). Warrior Souls was my solo Hero Arena project to draw attention to a series of stories I was going to write. Originally the stories would have been nothing but text on a website, now they're all going to be incorporated into a Warrior Souls Story Map. I could go into more detail about the WS Series, but I think you get the jist of it. Only other noteworthy thing is that WSII will far differe from WSI and be far more complex(and personally enjoyable). |
| inb4tl;dr | |
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| BRUTAL | Aug 6 2009, 04:27 AM Post #156 |
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Well like I said, make going out of bounds not kill a hero, cause sometimes if it is a knockback it wouldn't be fair really would it. There is a bug when a player switches teams and then solo's and unsolo's; it goes to its original team..not the team it switched to. :p I'll list more if i can remember. T_T
Well i don't see how a small wait would make a difference, or does it? That was a bit confusing. Lol.
Ah, it isn't the easiest thing eh. :p I see, I use vJass; it makes things much easier and MUI like Anime Fight. Did you manage to make MUI spells in GUI?
Lol, alright. |
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| Bones | Aug 6 2009, 05:03 AM Post #157 |
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That bug generally happens when the teams are uneven in numbers. When you approach Rena, you're forced into solo, and if you were previously on team East then you will end up on team West. To my knowledge, the reverse does not happen. If you wish, you may post more glitches, but if you're going to post the same thing that has been said elsewhere, then at least correctly and definitively express the problem. This makes the eventual task of narrowing down problems easier and creates less text to shuffle through when we actually get to the problems. -Member 1 of Bones |
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| HeartCard | Aug 6 2009, 07:01 AM Post #158 |
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From the Ace of Hearts
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BRUTAL:
WORD MOTHA FOCKA! WORD! Like I implied; WHY that small of a difference affects it is confusing. But for some reason it does. ._.
JASS is easy. It's just that I had no use for it before, so I had no reason to learn it. Looking back, I still don't have much use for it. I admit it's SO MUCH FASTER for me to type out triggers in Jass than to spam my mouse. However, that is situational. More promptly...I've yet to find something you can do with JASS you cannot do manage with GUI. So in effect, I know JASS but it has no benefit to me. I'd rather code in GUI so people can learn from my maps if they want to. Plus...GUI is easier to sort around. Catagories and such. >: P Bones: Umm...Isn't the problem actually more simplistci with that? This occurs on EVEN NUMBER teams also. I always assumed it was a trigger error. Such as the -unsolo team assign was made before team switching was ever implemented and was never updated after or something? So instead of:
It's merely:
And likewise with 7~12 with East. I think Warrior Souls might have had that problem...Not sure if I ever fixed it. I might check when I EDIT MOAR tomorrow. P.S. : Rage @ bnet's fail patch. |
| inb4tl;dr | |
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| BRUTAL | Aug 8 2009, 07:46 PM Post #159 |
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Sorry for not replying, I've been...high. Lol.
How can you have no use for it, its so better. ;p Well GUI is all BJ's and inefficient code lol. But yea you described the problem properly, it doesn't matter if the teams are even or not. I fixed it by using a global integer array variable that sets to 0 when a player from east switches to west, and to 1 if the player switches from west to east. Then in my solo/unsolo trigger I just check for the integer value of the players number array. |
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| HeartCard | Aug 8 2009, 08:50 PM Post #160 |
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From the Ace of Hearts
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It's not REALLY that much more effecient. Actually, I say this and yet use "custom script" in my map where needed. For some reason I was grouping that with GUI. Either way, I do not write everything in jass. I try to do it in GUI where I can. Mind you, I don't protect my maps. I just compress them. If someone wants to learn from it, let them. GUI is generally easier to learn than jass. |
| inb4tl;dr | |
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| WhitePhoenix | Aug 8 2009, 09:43 PM Post #161 |
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Pwntkebible
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JASS is ridiculously more effective then GUI. . . Good luck doing anything object-driven in GUI. |
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| BRUTAL | Aug 8 2009, 10:37 PM Post #162 |
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In the long run it's better, I think. Gui is less versatile to me. Gui is easier to learn for lazy people lol. My map originally was going to be like non-mirror matchable, unlike Anime Fight, because I was doing everything in Gui. It was annoying and like hard as hell to achieve MUI, so I said fuck it and learned Jass and now everything is muchmuch better. Does anyone know what Bones is coding in? Edited by BRUTAL, Aug 8 2009, 10:38 PM.
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| HeartCard | Aug 8 2009, 11:22 PM Post #163 |
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From the Ace of Hearts
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I know Anime Fight is JASS, and since Bones' Team is just editing a deprotected version of Anime Fight, it is assumeable they are coding in Jass. And btw, You CAN do things object driven in GUI Trigger editor. It's just that the methods are so obscure most people miss them. Like I said, You can do most anything with GUI Trigger editor that you can do with JASS. JASS is simply more convient and argueably faster. |
| inb4tl;dr | |
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| BRUTAL | Aug 8 2009, 11:45 PM Post #164 |
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Jass is old shit, vJass is cooler lol. Well, you can't...Set unit x/y with Gui, unless you use custom scripts. Lol. Why do they get to work on Anime Fight, i wana do it. T_T |
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| Tatsuma. | Aug 9 2009, 12:16 AM Post #165 |
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Current Maker of VideoGame RPG
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I remember them saying they would like if people want to join the team. So if you REALLY want to continue the map maybe you should contact them, just a suggestion though. |
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