I am going to be working on functions and conditions and other things that people might use, or that Blizzard did not add in the original trigger editor to make things easier for people.
I began a map like this, anyway if you could make a single map with all useful function, that would be great. Here is what I got that is interesting :
// A simple function for debug.voidDebug(strings){UIDisplayMessage(PlayerGroupAll(),7,StringToText(s));}// To create only one unit.unitUnitCreateSingle(stringunitType,intowner,pointpos,fixedfacing){UnitCreate(1,unitType,0,owner,pos,facing);returnUnitLastCreated();}// To get a unit x.fixedUnitGetX(unitu){returnPointGetX(UnitGetPosition(u));}// To get a unit y.fixedUnitGetY(unitu){returnPointGetY(UnitGetPosition(u));}// To get the height of a point.fixedPointGetZ(pointpt){returnWorldHeight(c_heightMapGround,pt);}// Converts an angle in radian into degrees.fixedRadToDeg(fixedangle){returnModF(angle*180/MATH_PI,360.0);}// Converts an angle in degrees into radian.fixedDegToRad(fixedangle){returnModF(angle*MATH_PI/180,2.0);}
Emulating the pheonixfire ability from WC3 would be nice. Battleships Pro was my second-favorite map on Warcraft III, and I ended up giving up on a remake of it fairly early for lack of pheonixfire.
Wouldn't attaching a unit onto another unit, like Blizzard's uberlisk, do this? I thought it could move and attack at the same time, which is what phoenix fire basically did. Just don't give it an actor when attaching it.
I could probably do a Phoenix Fire ability. It is quite simple to do the in the data editor and more efficient to do in the data editor.
Edit: The reason why did those first couple functions is because their is no easy method of doing those unless you have some knowledge of the editor. My aim is to provide these things and make other people's creation easier and more efficient.
I could probably do a Phoenix Fire ability. It is quite simple to do the in the data editor and more efficient to do in the data editor.
Edit: The reason why did those first couple functions is because their is no easy method of doing those unless you have some knowledge of the editor. My aim is to provide these things and make other people's creation easier and more efficient.
I meant the greater than/less than etc functions. Those are pointless when you have if statements. Doing it that way is actually just going to clutter your function list.
I am going to be working on functions and conditions and other things that people might use, or that Blizzard did not add in the original trigger editor to make things easier for people.
If there is anything you might want to see or want me to make, feel free to post here or on the project page.
It's good to have stuff like this. You could even transform them into a library eventually. Could help a lot of newbies, and a lot of W3 people whose head explodes at not being able to find the older stuff.
Honestly; this is a good idea but the functions currently in there are shit, situational and serve no purpose. Honestly, making a function for every operator? You do realise you can simply put in a preset "Numerical Comparison Operator", right? Not to mention these functions are useless to anyone with even basic knowledge of the trigger editor aside from maybe the first one (and with that first one you can do all the other functions you have).
I'd like to see some expansion on unit groups that make it easier to get unit groups because it is very annoying to have to enter 6 different values to simply get units owned by a player. Some of the ones I use personally:
Emulating the pheonixfire ability from WC3 would be nice. Battleships Pro was my second-favorite map on Warcraft III, and I ended up giving up on a remake of it fairly early for lack of pheonixfire.
Hey Andernerd,
I'm actually working on a battleships map myself, and I have a working phoenix fire ability. I'm planning to release it as a library after the map is done. If you want to know how to do it, PM me and I can give you the specifics.
No offense but your wasting your time. If people try to use those sample function you posted they are gonna have no idea why they are failing when your functions dont take into account unit types. AND YOU MUST TAKE UNIT TYPES INTO ACCOUNT OR YOU WILL EPIC FAIL AND HAVE NO IDEA WHY.
How hard is it to save a count of units from a temp unit group to a variable and do a < or > on it? If people cant figure that out on thier own they prolly shouldnt be using the editor.
Rollback Post to RevisionRollBack
Skype
KageNinpo = SN
My Libraries
DialogLeaderboard & TeamSort
My Projects
SPACEWAR Tribute
Infinite TD
No offense but your wasting your time. If people try to use those sample function you posted they are gonna have no idea why they are failing when your functions dont take into account unit types. AND YOU MUST TAKE UNIT TYPES INTO ACCOUNT OR YOU WILL EPIC FAIL AND HAVE NO IDEA WHY.
How hard is it to save a count of units from a temp unit group to a variable and do a < or > on it? If people cant figure that out on thier own they prolly shouldnt be using the editor.
First off, please for the sake of everyone, reply in a fashion that displays a respect for others.
I don't need to make the user specify a unit because that is not the functionality of this functions. They are suppose to return every unit in the map owned by the specified player. The reason why I did this, is because I was responding to a forum post. I did not "fail" in any way in the construction of my functions. If I did fail, it would be in the syntax of the functions but not the theory behind it. (I did have others check the syntax)
Also, from the way you wrote your last paragraph, it would appear you are advocating for us at mapster to exclude the people who want to learn the editor. What better way is there to learn it, then by looking at what other people have done? Please try not to be so narrow minded in your approach to helping people as it is degrading to the community in general.
I am going to be working on functions and conditions and other things that people might use, or that Blizzard did not add in the original trigger editor to make things easier for people.
Project Page Link: http://www.sc2mapster.com/maps/lordabyss-trigger-specials/
Current Conditions
If there is anything you might want to see or want me to make, feel free to post here or on the project page.
I began a map like this, anyway if you could make a single map with all useful function, that would be great. Here is what I got that is interesting :
Good luck with this project. :)
I would love to be able to compare texture at certain points. (To be used to kill units when they enter a certain texture, for example lava.)
How about dot product, cross product, angle->vector, vector->angle, clockwise/counterclockwise check, the terrain normal at a given point, etc.
@LordAbyss: Go
Why have all those functions for things that if statements do?
Emulating the pheonixfire ability from WC3 would be nice. Battleships Pro was my second-favorite map on Warcraft III, and I ended up giving up on a remake of it fairly early for lack of pheonixfire.
@Andernerd: Go
Wouldn't attaching a unit onto another unit, like Blizzard's uberlisk, do this? I thought it could move and attack at the same time, which is what phoenix fire basically did. Just don't give it an actor when attaching it.
I could probably do a Phoenix Fire ability. It is quite simple to do the in the data editor and more efficient to do in the data editor.
Edit: The reason why did those first couple functions is because their is no easy method of doing those unless you have some knowledge of the editor. My aim is to provide these things and make other people's creation easier and more efficient.
@JerreyRough: Go
True, but the pheonixfire changes targets each attack, making it so you can't focus on one target.
@Andernerd: Go
again thats doable in the data editor, I am pretty sure
I am sure you can use validators, which i haven't really delved into. I may take a look though.
It's the target sort Random I believe. Just simply add a weapon to the unit by trigger that targets randomly, easy pheonix fire.
I meant the greater than/less than etc functions. Those are pointless when you have if statements. Doing it that way is actually just going to clutter your function list.
It's good to have stuff like this. You could even transform them into a library eventually. Could help a lot of newbies, and a lot of W3 people whose head explodes at not being able to find the older stuff.
I may suggest some stuff later :).
If there were functions that gave the current height of a unit itself (rather than the height of the terrain it's standing on) that would be awesome.
Honestly; this is a good idea but the functions currently in there are shit, situational and serve no purpose. Honestly, making a function for every operator? You do realise you can simply put in a preset "Numerical Comparison Operator", right? Not to mention these functions are useless to anyone with even basic knowledge of the trigger editor aside from maybe the first one (and with that first one you can do all the other functions you have).
I'd like to see some expansion on unit groups that make it easier to get unit groups because it is very annoying to have to enter 6 different values to simply get units owned by a player. Some of the ones I use personally:
- Units With Behavior
- Units With Behavior Owned By Player
- Units Of Type
- Units Of Type Owned By Player
- Units Of Type Owned By Player Matching
- Units Owned By Player
- Units In Cone
- Units In Cone Matching
Hey Andernerd, I'm actually working on a battleships map myself, and I have a working phoenix fire ability. I'm planning to release it as a library after the map is done. If you want to know how to do it, PM me and I can give you the specifics.
why are there functions for things like greaterthan
have you considered having the user use if checks like num >= 50
i dont get it
Also, Rev, those are pretty darn easy to do. If you need them, I can make a separate Andromeda class or something.
@LordAbyss: Go
No offense but your wasting your time. If people try to use those sample function you posted they are gonna have no idea why they are failing when your functions dont take into account unit types. AND YOU MUST TAKE UNIT TYPES INTO ACCOUNT OR YOU WILL EPIC FAIL AND HAVE NO IDEA WHY.
How hard is it to save a count of units from a temp unit group to a variable and do a < or > on it? If people cant figure that out on thier own they prolly shouldnt be using the editor.
First off, please for the sake of everyone, reply in a fashion that displays a respect for others.
I don't need to make the user specify a unit because that is not the functionality of this functions. They are suppose to return every unit in the map owned by the specified player. The reason why I did this, is because I was responding to a forum post. I did not "fail" in any way in the construction of my functions. If I did fail, it would be in the syntax of the functions but not the theory behind it. (I did have others check the syntax)
Also, from the way you wrote your last paragraph, it would appear you are advocating for us at mapster to exclude the people who want to learn the editor. What better way is there to learn it, then by looking at what other people have done? Please try not to be so narrow minded in your approach to helping people as it is degrading to the community in general.