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  1. #466
    LaMBhE's Avatar
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    owner of buying unit gak bisa jadi jaminan, kalo kita beli item dari kurir yang di share owner punya temen kita, maka item itu bakal jadi muted,
    Mau buat hero??
    TwinkleCraft - Grand Schism
    The New Division of AoS and Hero Craftings
    http://twinklecraft.6.forumer.com

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  3. #467
    BuaYa JingkRaK's Avatar
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    tuh dah gw buatin trigger nya diatas.
    donlod ajah... wv:
    Last edited by BuaYa JingkRaK; 28-10-08 at 16:10.

  4. #468
    LaMBhE's Avatar
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    dah kok sebelumnya,
    tq y dah mau repot2

    tapi tep ja owner of buying unit gak ada jaminannya jadi pemilik item tu, makanya diganti unit,
    Mau buat hero??
    TwinkleCraft - Grand Schism
    The New Division of AoS and Hero Craftings
    http://twinklecraft.6.forumer.com

  5. #469
    BuaYa JingkRaK's Avatar
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    RELEASE :


    DOTA ITEM SYSTEM :

    Contains :
    - ANTI POOLING SYSTEM
    - COMBINING SYSTEM WITH FULL INVENTORY


    All In GUI...

    Hope U Enjoy... wcool: wv:
    Contact me if u find any bug wpusing:

    Created by BuaYa JingKraK wv:
    Attached Files Attached Files
    Last edited by BuaYa JingkRaK; 28-10-08 at 20:24.

  6. #470
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    Mayan mayan... sample map di rumah jadi banyakan....

  7. #471
    LaMBhE's Avatar
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    ni laporan bug, gw baru cek bentar dah ada bug seabreg
    - kalo item slot full, kita beli item dan itemnya bakal ilang
    - Selalu ada wait lama tiap kita ambil atau lepas item, gw tau om kasi wait 0.01 sec, itu gak mungkin lah, minimum wait dalam trigger tu 0.10 sec..
    - kalo kita langsung kasih item kita ke unit temen, maka item itu masih valid, dan ketika didrop dan diambil lagi pun masih valid.

    punya gw gak ada krusakan, dan dah siap pake

    no offense but, kalo kita beli item PAKE ANIMAL COURIER TEMEN, maka ITEM ITU TIDAK BERUBAH JADI PUNYA TEMEN, karenanya OWNER OF BUYING UNIT bukan jaminan, dan OWNER OF SOLD UNIT yang paling bener, maka dari itu ITEM diganti jadi UNIT SEMUA

    Gw liat ndiri kalo ADA UNIT BERGAMBAR ICON ITEM di object data Dota 6.56, biarpun stringnya udah corrupt, tapi gw tau klo unit tu yang dijual di shop dan BUKAN ITEM,

    Gw liat lagi tu yang namanya Cache of Quelthalan,
    Techtree - Items Sold = kosong
    Techtree - Units Sold = ada 11 rawcode unit

    Bukannya gw nglawan ya om tapi ini trigger gw
    Code:
    Items Sells
        Events
            Unit - A unit Sells a unit
        Conditions
        Actions
            For each (Integer A) from 1 to Items_Count, do (Actions)
                Loop - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        If - Conditions
                            (Unit-type of (Sold unit)) Equal to Items_Units[(Integer A)]
                        Then - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                If - Conditions
                                    (Level of Basic - Inventory CoP  for (Buying unit)) Greater than 0
                                Then - Actions
                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        If - Conditions
                                            ((Owner of (Sold unit)) is in PlayersSentinel) Equal to True
                                        Then - Actions
                                            Set tempPoint2 = (Center of Fountain Sentinel <gen>)
                                        Else - Actions
                                            Set tempPoint2 = (Center of Fountain Scourge <gen>)
                                    Item - Create Items_Uncarry[(Integer A)] at tempPoint2
                                    Item - Change ownership of (Last created item) to (Owner of (Sold unit)) and Change color
                                    Custom script:   call RemoveLocation(udg_tempPoint2)
                                Else - Actions
                                    Set tempUnit1 = (Buying unit)
                                    Set tempPoint2 = (Position of (Buying unit))
                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        If - Conditions
                                            (Owner of (Buying unit)) Equal to (Owner of (Sold unit))
                                        Then - Actions
                                            Item - Create Items_Carry[(Integer A)] at tempPoint2
                                        Else - Actions
                                            Item - Create Items_CarryInvalid[(Integer A)] at tempPoint2
                                    Item - Change ownership of (Last created item) to (Owner of (Sold unit)) and Change color
                                    Hero - Give (Last created item) to tempUnit1
                                    Trigger - Run Items Move Speed <gen> (checking conditions)
                                    Custom script:   call RemoveLocation(udg_tempPoint2)
                            Unit - Remove (Sold unit) from the game
                            Skip remaining actions
                        Else - Actions
    Code:
    Items Acquire Fix
        Events
            Unit - A unit Acquires an item
        Conditions
        Actions
            For each (Integer A) from 1 to Items_Count, do (Actions)
                Loop - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        If - Conditions
                            Or - Any (Conditions) are true
                                Conditions
                                    (Owner of (Triggering unit)) Equal to (Owner of (Item being manipulated))
                                    And - All (Conditions) are true
                                        Conditions
                                            ((Owner of (Item being manipulated)) is in PlayersScourgePlaying) Equal to False
                                            ((Owner of (Item being manipulated)) is in PlayersSentinelPlaying) Equal to False
                            (Item-type of (Item being manipulated)) Equal to Items_CarryInvalid[(Integer A)]
                        Then - Actions
                            Set tempPoint1 = (Position of (Triggering unit))
                            Item - Create Items_Carry[(Integer A)] at tempPoint1
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                If - Conditions
                                    And - All (Conditions) are true
                                        Conditions
                                            ((Owner of (Item being manipulated)) is in PlayersScourgePlaying) Equal to False
                                            ((Owner of (Item being manipulated)) is in PlayersSentinelPlaying) Equal to False
                                Then - Actions
                                    Item - Change ownership of (Last created item) to (Owner of (Triggering unit)) and Change color
                                Else - Actions
                                    Item - Change ownership of (Last created item) to (Owner of (Item being manipulated)) and Change color
                            Item - Set charges remaining in (Last created item) to (Charges remaining in (Item being manipulated))
                            Item - Remove (Item being manipulated)
                            Hero - Give (Last created item) to (Triggering unit)
                            Set tempUnit1 = (Triggering unit)
                            Trigger - Run Items Move Speed <gen> (checking conditions)
                            Custom script:   call RemoveLocation(udg_tempPoint1)
                            Skip remaining actions
                        Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        If - Conditions
                            (Item-type of (Item being manipulated)) Equal to Items_Carry[(Integer A)]
                            (Owner of (Triggering unit)) Not equal to (Owner of (Item being manipulated))
                        Then - Actions
                            Set tempPoint1 = (Position of (Triggering unit))
                            Item - Create Items_CarryInvalid[(Integer A)] at tempPoint1
                            Item - Change ownership of (Last created item) to (Owner of (Item being manipulated)) and Change color
                            Item - Set charges remaining in (Last created item) to (Charges remaining in (Item being manipulated))
                            Item - Remove (Item being manipulated)
                            Hero - Give (Last created item) to (Triggering unit)
                            Set tempUnit1 = (Triggering unit)
                            Trigger - Run Items Move Speed <gen> (checking conditions)
                            Custom script:   call RemoveLocation(udg_tempPoint1)
                            Skip remaining actions
                        Else - Actions
    Code:
    Items Acquire Ground
        Events
            Unit - A unit Acquires an item
        Conditions
        Actions
            For each (Integer A) from 1 to Items_Count, do (Actions)
                Loop - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        If - Conditions
                            (Item-type of (Item being manipulated)) Equal to Items_Uncarry[(Integer A)]
                        Then - Actions
                            Set tempPoint1 = (Position of (Triggering unit))
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                If - Conditions
                                    Or - Any (Conditions) are true
                                        Conditions
                                            (Owner of (Triggering unit)) Equal to (Owner of (Item being manipulated))
                                            And - All (Conditions) are true
                                                Conditions
                                                    ((Owner of (Item being manipulated)) is in PlayersScourgePlaying) Equal to False
                                                    ((Owner of (Item being manipulated)) is in PlayersSentinelPlaying) Equal to False
                                Then - Actions
                                    Item - Create Items_Carry[(Integer A)] at tempPoint1
                                Else - Actions
                                    Item - Create Items_CarryInvalid[(Integer A)] at tempPoint1
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                If - Conditions
                                    And - All (Conditions) are true
                                        Conditions
                                            ((Owner of (Item being manipulated)) is in PlayersScourgePlaying) Equal to False
                                            ((Owner of (Item being manipulated)) is in PlayersSentinelPlaying) Equal to False
                                Then - Actions
                                    Item - Change ownership of (Last created item) to (Owner of (Triggering unit)) and Change color
                                Else - Actions
                                    Item - Change ownership of (Last created item) to (Owner of (Item being manipulated)) and Change color
                            Item - Set charges remaining in (Last created item) to (Charges remaining in (Item being manipulated))
                            Item - Remove (Item being manipulated)
                            Hero - Give (Last created item) to (Triggering unit)
                            Set tempUnit1 = (Triggering unit)
                            Trigger - Run Items Move Speed <gen> (checking conditions)
                            Custom script:   call RemoveLocation(udg_tempPoint1)
                            Skip remaining actions
                        Else - Actions
    Code:
    Items Changing
        Events
            Time - Every 0.02 seconds of game time
        Conditions
        Actions
            Item - Pick every item in PlayableMap and do (Actions)
                Loop - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        If - Conditions
                            ((Picked item) is owned) Equal to False
                        Then - Actions
                            For each (Integer A) from 1 to Items_Count, do (Actions)
                                Loop - Actions
                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        If - Conditions
                                            Or - Any (Conditions) are true
                                                Conditions
                                                    (Item-type of (Picked item)) Equal to Items_Carry[(Integer A)]
                                                    (Item-type of (Picked item)) Equal to Items_CarryInvalid[(Integer A)]
                                        Then - Actions
                                            Set tempPoint1 = (Position of (Picked item))
                                            Set tempPlayer1 = (Owner of (Picked item))
                                            Set tempInteger2 = (Charges remaining in (Picked item))
                                            Item - Remove (Picked item)
                                            Item - Create Items_Uncarry[(Integer A)] at tempPoint1
                                            Item - Change ownership of (Last created item) to tempPlayer1 and Change color
                                            Item - Set charges remaining in (Last created item) to tempInteger2
                                            Custom script:   call RemoveLocation(udg_tempPoint1)
                                        Else - Actions
                        Else - Actions
    NB: Pick item every 0.02 seconds sama sekali gak lag ataupun leak, PlayableMap itu udg variabel

    NO OFFENSE OM, REALLY
    Mau buat hero??
    TwinkleCraft - Grand Schism
    The New Division of AoS and Hero Craftings
    http://twinklecraft.6.forumer.com

  8. #472
    ranzi's Avatar
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    pusing liat triggernya @@..hehe tar gw coba2 ah

  9. #473
    BuaYa JingkRaK's Avatar
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    Quote Originally Posted by LaMBhE View Post
    ni laporan bug, gw baru cek bentar dah ada bug seabreg
    - kalo item slot full, kita beli item dan itemnya bakal ilang
    - Selalu ada wait lama tiap kita ambil atau lepas item, gw tau om kasi wait 0.01 sec, itu gak mungkin lah, minimum wait dalam trigger tu 0.10 sec..
    - kalo kita langsung kasih item kita ke unit temen, maka item itu masih valid, dan ketika didrop dan diambil lagi pun masih valid.

    punya gw gak ada krusakan, dan dah siap pake

    no offense but, kalo kita beli item PAKE ANIMAL COURIER TEMEN, maka ITEM ITU TIDAK BERUBAH JADI PUNYA TEMEN, karenanya OWNER OF BUYING UNIT bukan jaminan, dan OWNER OF SOLD UNIT yang paling bener, maka dari itu ITEM diganti jadi UNIT SEMUA

    Gw liat ndiri kalo ADA UNIT BERGAMBAR ICON ITEM di object data Dota 6.56, biarpun stringnya udah corrupt, tapi gw tau klo unit tu yang dijual di shop dan BUKAN ITEM,
    Udah gw cek berkali2...
    Gak ada masalah sama sekali....

    - kalo item slot full, kita beli item dan itemnya bakal ilang

    Ilang?
    gak tuh? TOlong diliat lagi lebih teliti.
    2 Bracer = 1 Bracer Level 2.
    Klo Inventory penuh maka item tersebut akan di drop.
    Saya set drop point nya di point (0.0, 0.0)
    Lihat dota klo gak percaya waktu inven u penuh maka di drop di tengah area fountain...


    - Selalu ada wait lama tiap kita ambil atau lepas item, gw tau om kasi wait 0.01 sec, itu gak mungkin lah, minimum wait dalam trigger tu 0.10 sec..

    Wait lama?
    Perhatikan delay dalam dota.
    Dan wait 0.01 sec itu bukan sengaja gw kasih biar bagus2 ato gimana.
    Itu wajib diberi soalnya klo wait diilangin pasti Crash!
    Ga percaya silakan coba sendiri.
    Di dota UNIT CHEST itu sudah diganti.
    Unit CHest itu gak punya animasi lain selain stand.
    Hal ini pengaruh juga dalam delay.
    Soalnya saya ga pake UNIT CHEST punya DOTA.


    - kalo kita langsung kasih item kita ke unit temen, maka item itu masih valid, dan ketika didrop dan diambil lagi pun masih valid.


    Tolong di cek lebih dahulu dengan menggunakan command "check" item itu milik siapa.
    Perhatikan baik2.
    Saya dah tes sampe mata boloran juga ga ngebug gitu koq...
    Klo dipake temen yang masih sama PLAYER nya emang masih bisa.
    Di dota pun bisa koq....


    no offense but, kalo kita beli item PAKE ANIMAL COURIER TEMEN, maka ITEM ITU TIDAK BERUBAH JADI PUNYA TEMEN, karenanya OWNER OF BUYING UNIT bukan jaminan, dan OWNER OF SOLD UNIT yang paling bener, maka dari itu ITEM diganti jadi UNIT SEMUA

    Animal COurier? Liat itu di map gw CHAR blademaster yang WARNA BIRU itu Full shared Unit Control. Gak ada beda nya sama ANIMAL COURIER.
    Dan Ga ada masalah.
    Dan saya GAK PAKE OWNER OF BUYING UNIT.

    Klo ga percaya : Tolong ya di cek yang bener..
    Beli item make BLADEMASTER, trus kasih ke PALADIN. Ato drop ke tanah trus ambil oleh PALADIN. Maka item itu akan Mute.
    Dan begitu juga sebaliknya...

    Gw liat ndiri kalo ADA UNIT BERGAMBAR ICON ITEM di object data Dota 6.56, biarpun stringnya udah corrupt, tapi gw tau klo unit tu yang dijual di shop dan BUKAN ITEM,

    Quote Originally Posted by LaMBhE View Post
    yang triger ambil item ntu gak kaya gitu om, itu gak diganti unit yang di shop tapi diganti sama item yang mirip powerup, barusan gw liat dota unprot satu nama item ada 3 itemnya, item buat dibawa invalid, item buat dibawa valid, ma item buat diambil,
    Nah trus ini yang bilang ini sapa? wmoh:


    Saya juga ngga offense tapi sudah saya cek smua dan ga ada bug nya dan saya juga pusing situ buat pernyataan bolak balik gitu...wpusing:
    Last edited by BuaYa JingkRaK; 29-10-08 at 20:31.

  10. #474
    LaMBhE's Avatar
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    dah deh om sori2
    ini kan item sistem gw dah selse, daripada masalah lanjut trus n malah ke pribadi, udah case closed ja ya, klo efek sama coding beda kan gak masalah,

    ciao
    Mau buat hero??
    TwinkleCraft - Grand Schism
    The New Division of AoS and Hero Craftings
    http://twinklecraft.6.forumer.com

  11. #475
    BuaYa JingkRaK's Avatar
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    sama2 wnyerah:

  12. #476

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    Quote Originally Posted by BuaYa JingkRaK View Post
    kk kk ini koq dah nga bisa di dl ya??

  13. #477
    Section's Avatar
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    Mati kali linknya.

    Mo nanya neh mohon minta perbandingan baik buruknya di dua kondisi ini.

    - membuat map dengan TANPA unit. Lalu dengan trigger dibuatlah unit unit tersebut.

    - membuat map dengan unit yang langsung dipasang di world editor. Jadi tidak pakai trigger.

    Bagusan mana neh. Kasih plus minusnya y.

  14. #478
    valkemiere's Avatar
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    membuat map tanpa unit. lbih bgus.
    klo yg suda di pasang. otomatis mkn bnyk variable. dan map size jd gede.

  15. #479
    ranzi's Avatar
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    gw mo nanya jg donk, klo double free, atau free location yg uda null tu berakibat ap??

  16. #480

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    kk kk mau tanya lage...gimana cara ilangin "press any key" pas awal2 game??

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