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"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 02:11 PM.
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Look for my highlighted text (important information) and grey text (interesting but not required information).
Binded isn't a word AFAIK; I think you mean bound. Otherwise, I don't see any issues with it.
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 01:08 PM.
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
It's indeed bound afaik
I think displacement should be placement, but that's not necessary (imo placement>displacement)
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In the code they use <bind>, but I'll change it anyway.
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.
See above for why this isn't the case
In physics, displacement is a line drawn from the initial position to the final position, which is why I used this term.
I suppose I can use final position.
Thanks :O
Last edited by ElementUser; 10-04-2010 at 01:47 PM.
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Look for my highlighted text (important information) and grey text (interesting but not required information).
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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Bounded or bound, w/e.
In Calculus they use bounded so it's technically a word - but whatever
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Look for my highlighted text (important information) and grey text (interesting but not required information).
No, I must apply Calculus terms to HoN
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Look for my highlighted text (important information) and grey text (interesting but not required information).
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.
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
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I am a mentor at Epoch.
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I was being sarcastic with my last comment btw
~.~
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Look for my highlighted text (important information) and grey text (interesting but not required information).
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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