invisible dummy unit all over the place with activated highlight unit option. you have to think in these dimensions but why do you want to avoid the mouse moved event? or asked different what exactly do you want to do? try my map "banshee fight" on europe and if that lag coming from this event is ok you could give it a try the way i impl. it there.
Well he has to move the mouse at least one single time when starting up the map. When that is done the unit always follow his mouse, unless the screen moves without the using the mouse.... flawed i guess but closer then that is hard to come :) Anyway who play Starcraft without using the mouse ?!?!?! :D
You could create a dialog that is larger than the screen size (2400X1800 is what i use) and then set the dialog to full screen. Hide the background of the dialog, and run a loop to create images all over it, small ones, 10X10 or so. Make it so no part of the dialog box can accept mouse clicks though (so you can click through it). Now you should be able to use the "Dialog item Mouse Hover" bit to get the location of the mouse on the screen in relation to the dialog. Translating those coordinates into an in-game dimension may be a little tricky, but possible.
Without the mouse click or moved event? Aside from using other triggers, this is just a question out of curiosity.
Not that I can observe from available functions. Though I wouldn't be surprised if there were some way to do it in galaxy.
invisible dummy unit all over the place with activated highlight unit option. you have to think in these dimensions but why do you want to avoid the mouse moved event? or asked different what exactly do you want to do? try my map "banshee fight" on europe and if that lag coming from this event is ok you could give it a try the way i impl. it there.
@FunkyUserName: Go
Oh nah I was just curious. It's always bothered me how you couldn't just get the mouse position any other way.
You could move a invisible dummy unit to position of mouse whenever you move it and then just check where the unit is when mouse stand still.
how would he move a unit to the position of the mouse if he doesnt know the position of the mouse
Well he has to move the mouse at least one single time when starting up the map. When that is done the unit always follow his mouse, unless the screen moves without the using the mouse.... flawed i guess but closer then that is hard to come :) Anyway who play Starcraft without using the mouse ?!?!?! :D
but how would the unit follow the mouse?
You could create a dialog that is larger than the screen size (2400X1800 is what i use) and then set the dialog to full screen. Hide the background of the dialog, and run a loop to create images all over it, small ones, 10X10 or so. Make it so no part of the dialog box can accept mouse clicks though (so you can click through it). Now you should be able to use the "Dialog item Mouse Hover" bit to get the location of the mouse on the screen in relation to the dialog. Translating those coordinates into an in-game dimension may be a little tricky, but possible.
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