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Old 05-26-2012, 12:06 PM   #281
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Default The Big List of Uncodable Things


Detecting whether damage comes from spells or from attacks.

^
it's possible by using buffs
Some examples are Dirac's Damage system and Nestharus' old damage system (which he deprecated recently)
which is apparently vJass

to add to the list
UI changes (like those boxes appearing on the left side to accept some things or what).. things like Sc2 can do
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Old 06-27-2012, 09:52 PM   #282
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Default Re: The Big List of Uncodable Things

Quote:
Originally Posted by MauranKilom View Post
There's no transformation involved in Spectral Dagger
I never implied that there was any. With or without transformation, letting other heroes walk on the trail just like Spectre would bring inevitable glitches.

Now that Rubick can steal all kinds of spells in Dota 2, it's even more apparent that War3 DotA was designed around the engine's limitation. So can we just agree that dynamically modifying attack range could be considered codable in the context of DotA?
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Old 07-09-2012, 07:39 PM   #283
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Default Re: The Big List of Uncodable Things

Hello, I would like to know if it is possible to dynamically change an unit Line of Sight. I think it is considering Balanar but I mean like over time or with a spell.
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Old 07-09-2012, 07:58 PM   #284
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Default Re: The Big List of Uncodable Things

Yes, it's codable in dota to do that.
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Old 09-11-2012, 05:19 AM   #285
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Default Re: The Big List of Uncodable Things

Is this list only limited said points?
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Old 09-11-2012, 06:47 AM   #286
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Default Re: The Big List of Uncodable Things

What do you mean? If there are other uncodeable things? Ofcourse there are, for example a unit with 10 different attack projectiles (single target, one chosen at random). Or most other crazy things you can think of.
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Old 10-08-2012, 12:48 AM   #287
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Default Re: The Big List of Uncodable Things

Everything in that list is codeable. And only the AoE spells reflection need some love on the coding part. With hashtables you can do everything.


Quote:
Originally Posted by Cabzx View Post
Hello, I would like to know if it is possible to dynamically change an unit Line of Sight. I think it is considering Balanar but I mean like over time or with a spell.
Give to the original unit 0 vision. Create 30 dummys, 15 with normal vision and 15 with flying vision. Every unit represents 1 vision lvl (in wc3 are only 15 levels of vision distance). The rest is just logic.

That's all folks.
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Old 10-08-2012, 11:08 AM   #288
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Default Re: The Big List of Uncodable Things

Quote:
Originally Posted by cezar_sl View Post
I'm trying to make a list of all the things that are unlikely to be coded into DotA, because they are either uncodable, would have serious drawbacks or require too much extra coding.
^Care to read that before posting? Ofcourse there are some things that can be done provided a system for it is established (see YouTD). However, a complete recode is not considered "codeable" for DotA 1. So even though you might argue that stuff could be done in theory in wc3, telling suggestion makers it had a chance of getting implemented is a straight up lie.
And no, hashtables don't get you out of everything.

Also, SN0W confirmed that dynamic sight range was possible, so what did you want to prove with that?
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Old 01-18-2013, 03:31 AM   #289
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Default Re: The Big List of Uncodable Things

Would it be OK to add these under the "too much would need to change in order to implement this, therefore unlikely" tag?
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Old 02-16-2013, 09:54 AM   #290
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Default Re: The Big List of Uncodable Things

i think icefrog is noob he alvays has other people coding his stuff, valve probly hired him only for a representative or something
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Old 02-16-2013, 09:55 PM   #291
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Default Re: The Big List of Uncodable Things

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i think icefrog is noob he alvays has other people coding his stuff, valve probly hired him only for a representative or something
And that's on-topic because.... ?
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Old 02-17-2013, 11:16 AM   #292
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Default Re: The Big List of Uncodable Things

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Originally Posted by Foede View Post
And that's on-topic because.... ?
From a mechanics point of view you can say that dota is fine in its current state, there is no need for more systems that could improve the game experience but is that really true? If it was people would not be making threads for system ideas and what else should be added to the game because the guy who is currently producing it would have added them already
the point is that there is no point to this thread because ice frog has no idea what he is doing dota is the most played map for wc3 but it lacks many things like additional attributes, spell damage modifiers, and many other possible cosmetic changes its things like this that give the game a sense of difficulty Modern day dota based games have these things in their mechanics because people apparently like having the added complexity level.
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Old 02-17-2013, 03:36 PM   #293
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Default Re: The Big List of Uncodable Things

This feels like the point where if the War3 map code was open sourced, the community could put in the effort to covert all of the damage code to a custom damage system, which would alleviate the high time-cost of IceFrog having to do it himself. Or any system, really. If it's possible to make every spell reflectable, but that requires effort to convert all of the spells to a new type, why not off-load the work to us?
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Old 02-17-2013, 04:14 PM   #294
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Default Re: The Big List of Uncodable Things

Quote:
i think icefrog is noob he alvays has other people coding his stuff, valve probly hired him only for a representative or something
Based on what sources? And how does this matter for the point of this thread?
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Old 02-18-2013, 01:31 AM   #295
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Default Re: The Big List of Uncodable Things

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Originally Posted by NoahTheDuke View Post
This feels like the point where if the War3 map code was open sourced, the community could put in the effort to covert all of the damage code to a custom damage system, which would alleviate the high time-cost of IceFrog having to do it himself. Or any system, really. If it's possible to make every spell reflectable, but that requires effort to convert all of the spells to a new type, why not off-load the work to us?
It'd probably end up being worked on by less than 1% of the DotA population, and they'd all work on it individually rather than together. Just what I think anyway.
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Old 03-19-2013, 06:04 AM   #296
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Default Re: The Big List of Uncodable Things

In Hive,we have 3 resources(systems) that can detect whether a damage is from spells,attacks or codes.Sadly,they are written in vJASS.
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Old 03-19-2013, 06:16 AM   #297
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Default Re: The Big List of Uncodable Things

Quote:
Originally Posted by Almia View Post
In Hive,we have 3 resources(systems) that can detect whether a damage is from spells,attacks or codes.Sadly,they are written in vJASS.
The problem isn't that the systems are in in vJASS. The problem is that DotA is very old and very large, and any fancy systems you may have require all spells to be made using those systems.
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Old 03-19-2013, 10:01 AM   #298
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Default Re: The Big List of Uncodable Things

Quote:
Originally Posted by Almia View Post
In Hive,we have 3 resources(systems) that can detect whether a damage is from spells,attacks or codes.Sadly,they are written in vJASS.
Besides, anything written by nestharus has an insane API. He's overrated.

Jesus4Lyf, pls find new exploit for viruses in Warcraft III and force 1.27 patch. Also take over Blizzard and give RtC as part of standard editor.
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Old 03-19-2013, 12:19 PM   #299
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Default Re: The Big List of Uncodable Things

WC3 is ~10 years old now. It still has its playerbase, but with DotA 2 (and other RTS and MOBA games popping up) it will eventually fade out. No matter how awesome of a map you'd ever make, it won't get people to play wc3 anymore. And there's really no point for icefrog to attempt a major recode, what benefits would there be?
As such even taking over blizzard wouldn't help.
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Old 03-20-2013, 09:51 AM   #300
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Default Re: The Big List of Uncodable Things

Quote:
Originally Posted by JJE92 View Post
Linken's Sphere blocks spells, it doesn't reflect them. Reflecting spells is only possible if you cast them yourself (like Rubick does), else many spells would have problems that are hard or even impossible to solve.
What?
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