Ok making it with no minimaps dramatically reduces file size and also allows me to scale it even without enabling the extra flag.
is what you are doing all prehistoric pawn? I guess, im a tad bit confused as to what you actually need? Is it as simple as using audacity and ripping a sound clip out of a video, dled as an MP3?
Personal reform
Mikey, it'd be awesome if you could do what I was attempting to do and get the sound effects for the new race ready to go. I just can't because this computer is slow and shitty (my desktop is about 1000 miles away which is why I haven't been on WCS).
What: my life skills use meat
“Let us be thankful for the fools. But for them the rest of us could not succeed. ” -Mark Twain
how exactly does the ult operate?
I was thinking this for a couple seconds, then adding a WOOSHH (fire woosh) not like a (wind woosh)
https://www.youtube.com/watch?v=JMuzx2hSt4Y
- - - Updated - - -
here we go
https://www.youtube.com/watch?v=tJ9xvSEstWE
A sound for all the abilities!
38 seconds would be awesome.
Best part! The second link is all public domain!
Personal reform
So in order to create races where the leveling can be dynamic I need to replace multiple global variables in the current system which was designed to get rid of the need for massive global arrays which can get issues like out of bound errors. The goal is to create an actual method which will return the current value just like an array would except that the method statement computes the correct value automatically dependent on the min and max values for that ability, the number of levels for that ability and the users current level.
I will show what our deceleration looks like now which is then computed in the method.
In program:Code:new Float:IronBaseChance = 0.05; new Float:IronChanceMult = 0.01;
Code:if(Math_GetRandomFloat(0.0,1.0)<=IronBaseChance + (skill_level*IronChanceMult))
So the formula is:
or simplifiedCode:=((A1+(((B1-A1)/(C1-1))*(D3)))-((B1-A1)/(C1)))-(((A1+(((B1-A1)/(C1-1))*(C1)))-((B1-A1)/(C1)))-B3)
Where:Code:((A+(((B-A)/(C-1))*(D)))-((B-A)/(C)))-(((A+(((B-A)/(C-1))*(C)))-((B-A)/(C)))-B)
A = Min Constrant
B = Max Contrant
C = Levels Per Ability
D = Current Level
This will output the correct desired value based on a linear scale between the min and max for the ability.
The code used to actually implement this as a function will be shown later when completed to demonstrate how much better this is for reducing errors and making code dynamic and simple.