"The traceline function is used for 3D aiming, like you'd see in a First Person Shooter. Since you can't just click on the ground you have to calculate what the player is aiming at in the middle of his screen, where the crosshairs are. " - rrowland
"Explanation of Traceline Function
A short intermission to explain what our traceline function will do: Our traceline function is, surprise, going to trace an imaginary line. The beginning of the line is the camera's position and height, the end of the line is 50.0 units in the direction the player is facing. To "trace" the line, we will be checking the position of each point in the line in small increments. For example, if you're at 0,0 at height 0 [0, 0, 0] and you're looking straight east the end of the imaginary line would be at 50, 0 at height 0 [50, 0, 0]. Every 1.0 unit of the line, we will check to see if we've hit anything. This means we run a loop 50 times: First we check [1,0,0], if we find nothing we check at [2,0,0] etc until we hit something." - rrowland
also, has anyone else noticed that post counts here are somewhat innaccurate? Earlier today my post count was listed as 83, but as I'm typing it its listed as 80. I've noticed many similar fluctuations on other occasions... sometimes it goes higher, sometimes lower.
I have a vague idea... basically they are a method of projecting the path of a weapon in 3d space, mainly for 3rd/1st person shooter maps. As far as I know they are exclusively trigger thing, so they wouldn't really be WDE appropriate. If anyone knows of a way to make tracelines with the data editor though, I'd love to hear about it.
Also, we could have a WDE based on colliding attacks - colission missiles, colission beams. Those are sort of a data analogy to tracelines.
@BorgDragon: Go
I suppose you could call it that. I think of it more in terms of collision based weapons.
rrowland made a tutorial on tracelines a while back... I think he does a better job of explaining them. You can read it here: http://forums.sc2mapster.com/resources/tutorials/1626-trigger-how-to-target-with-mouselook-tracelines/
"The traceline function is used for 3D aiming, like you'd see in a First Person Shooter. Since you can't just click on the ground you have to calculate what the player is aiming at in the middle of his screen, where the crosshairs are. " - rrowland
"Explanation of Traceline Function
A short intermission to explain what our traceline function will do: Our traceline function is, surprise, going to trace an imaginary line. The beginning of the line is the camera's position and height, the end of the line is 50.0 units in the direction the player is facing. To "trace" the line, we will be checking the position of each point in the line in small increments. For example, if you're at 0,0 at height 0 [0, 0, 0] and you're looking straight east the end of the imaginary line would be at 50, 0 at height 0 [50, 0, 0]. Every 1.0 unit of the line, we will check to see if we've hit anything. This means we run a loop 50 times: First we check [1,0,0], if we find nothing we check at [2,0,0] etc until we hit something." - rrowland
also, has anyone else noticed that post counts here are somewhat innaccurate? Earlier today my post count was listed as 83, but as I'm typing it its listed as 80. I've noticed many similar fluctuations on other occasions... sometimes it goes higher, sometimes lower.
@aczchef: Go
I have a vague idea... basically they are a method of projecting the path of a weapon in 3d space, mainly for 3rd/1st person shooter maps. As far as I know they are exclusively trigger thing, so they wouldn't really be WDE appropriate. If anyone knows of a way to make tracelines with the data editor though, I'd love to hear about it.
I think we should have a WDE with a force theme. Basically make any ability/weapon/whatever that makes use of force effects.