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Thread: Statement of Projectile Mechanics

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  1. #1
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    Statement of Projectile Mechanics

    "If a unit is bound (with <bind>) to multiple projectiles in a shared timeframe without a presence of <unbind>, then the projectile that (chronologically) expires last will determine the final position of the unit."

    Do you guys think this statement is valid for the conditions stated inside of it? Any rewording suggestions? Can you guys think of exceptions for what this statement says?

    If you don't know what I'm talking about, see this link: http://www.xfire.com/video/219462/

    (Unit gets affected by Graveyard's projectile bind and then Tablet's projectile bind in a shared timeframe. However, since Graveyard's projectile expires last, the end result involves Panda teleporting back to the spot where he was initially attached to Graveyard's projectile)
    Last edited by ElementUser; 10-04-2010 at 03:11 PM.

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  2. #2
    Binded isn't a word AFAIK; I think you mean bound. Otherwise, I don't see any issues with it.

  3. #3
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    Cant they just use the same set location & set flying height thingies as in dota?

    E: In that situation, graveyard would make target go up & down and tablet makes him move. Both work like they should, no bugs or funny side effects.
    Last edited by Jotain; 10-04-2010 at 02:08 PM.

  4. #4
    Imo panda got pushed after he got stunned, the graveyard makes him stunned + rise up but it shouldn't make him go back to where he was after the push.

    it looks silly, and doesn't make sense

  5. #5
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    It's indeed bound afaik

    I think displacement should be placement, but that's not necessary (imo placement>displacement)
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  6. #6
    I would suggest "position" over "displacement"

    Yeah, yeah, I'm working on it.

  7. #7
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    Quote Originally Posted by PzKw View Post
    Binded isn't a word AFAIK; I think you mean bound. Otherwise, I don't see any issues with it.
    In the code they use <bind>, but I'll change it anyway.

    Quote Originally Posted by Jotain View Post
    Cant they just use the same set location & set flying height thingies as in dota?

    E: In that situation, graveyard would make target go up & down and tablet makes him move. Both work like they should, no bugs or funny side effects.
    I really really wish they would & it's why I mentioned it to S2 numerous times to do so; I'll still keep on trying.

    Quote Originally Posted by BobSaggot View Post
    Imo panda got pushed after he got stunned, the graveyard makes him stunned + rise up but it shouldn't make him go back to where he was after the push.

    it looks silly, and doesn't make sense
    See above for why this isn't the case

    Quote Originally Posted by Undutchable View Post
    It's indeed bound afaik

    I think displacement should be placement, but that's not necessary (imo placement>displacement)
    In physics, displacement is a line drawn from the initial position to the final position, which is why I used this term.

    Quote Originally Posted by Gowerly View Post
    I would suggest "position" over "displacement"
    I suppose I can use final position.

    Thanks :O
    Last edited by ElementUser; 10-04-2010 at 02:47 PM.

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  8. #8
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    It's bound, not bounded.

    Bound is the verb you're looking for, not bounded

    But the spell/item determines the final position/placement, (the place where the character is positioned) or the placement of that particular character.

    The action for someone to be displaced is for him to change his position,
    wheras the spell determines the place where the character put, aka placement

    I think, but i might be wrong, anyway,final position is more clear anyway
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  9. #9
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    Bounded or bound, w/e.

    In Calculus they use bounded so it's technically a word - but whatever

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  10. #10
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    Quote Originally Posted by ElementUser View Post
    Bounded or bound, w/e.

    In Calculus they use bounded so it's technically a word - but whatever
    But IIRC, Bounded refers to the fact that the graph does not extend to a certain area (i.e graph does not go above or below a certain line) and not to the fact that a something is attached to something else.
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  11. #11
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    No, I must apply Calculus terms to HoN

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  12. #12
    bounded [ˈbaʊndɪd]
    adj Maths
    1. (Mathematics) (of a set) having a bound, esp where a measure is defined in terms of which all the elements of the set, or the differences between all pairs of members, are less than some value, or else all its members lie within some other well-defined set
    2. (Mathematics) (of an operator, function, etc.) having a bounded set of values

    bound 3 (bound)
    v.
    Past tense and past participle of bind.
    If you see what is small as it sees itself, and accept what is weak for what strength it has, and use what is dim for the light it gives, then all will go well.

  13. #13
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    Yeah, that sounds real cool and all, can you put the conclusion at the end, i guess noxulus agrees with me, and my guess would be angel of sol as well? or am i interperting it wrong? :P
    A conclusion is the place where you got tired of thinking.
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  14. #14
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    Quote Originally Posted by Undutchable View Post
    Yeah, that sounds real cool and all, can you put the conclusion at the end, i guess noxulus agrees with me, and my guess would be angel of sol as well? or am i interperting it wrong? :P
    Bound is the correct work, bounded is not.
    Quote Originally Posted by Ekamo View Post
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  15. #15
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    I was being sarcastic with my last comment btw

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  16. #16
    I'm not sure if this will really help you but to me, that wording looks as clear as possible.
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  17. #17
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    I hate the moving system in HoN; just putting it out there.

    It feels so childlike compared to warcraft's. Like comparing apple to linux, or even windows. Looks smooth, limited functionality.
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  18. #18
    Quote Originally Posted by ElementUser View Post
    No, I must apply Calculus terms to HoN

    You could probably get away with an "integrate" or two, especially if they're partial.

    Yeah, yeah, I'm working on it.

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