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    posted a message on What is a constant variable?

    Actually, it can only use a directly value or a constant.

    Posted in: Triggers
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    posted a message on What is a constant variable?

    Arcane, it is not a exclusive function of constants, it can be easily be done using a normal integer.

    Posted in: Triggers
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    posted a message on What is a constant variable?
    Quote from Sherlia: Go

    What is a constant variable

    A variable that is unmodified inside the game. (ie: set constant_variable = X will not work, since it is constant)

    Quote from Sherlia: Go

    and what is the benefits of using it? Give me one good example when its better to use then a normal variable. Asking purely out of curiosity.

    Public resources (systems) is a good example of it. It's not 'better', is just a variable that can't be changed inside the game.

    People use it in system for things like:

    constant real imageX = 100

    constant real imageY = 170

    Because the imported image has this dimension, more like a configuration thing.

    Posted in: Triggers
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    posted a message on Can The "Revivable" flag cause lag?

    Well, marine by default use that flag, and probably a lot more unit do as well, so nothing wrong with it.

    I'm still with the fact that is something wrong with other things that detect when unit die.

    PS: just because you 'do not see the corps' it doesn't mean that there's no corps, as I said before, it takes some time (seconds) till the unit is completely removed from the game (the corps was not on the ground anymore).

    Posted in: Data
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    posted a message on Can The "Revivable" flag cause lag?

    Probably not, probably some other trigger running for each unit that dies, I'll test it right now and post the result soon'ish :)

    EDIT: Well, exactly as I said.

    I did a simple test, and it is: Create 10000 (yes, ten milions) of marines and kill it. Obvious it lag because the engine can't handle so much unit at time (actually it can, and handled it O_o), but after all the unit is killed and all the corps is in the ground, it stay with 5 fps till the corps start to dissipate (well, not exactly when start, but after some 5-10 seconds, probably because of the animation, it is fully removed from the game) my fps restored to 100%.

    If you want, fell free to test this:

    --------------

    General - Pick each integer from 1 to 10000, and do (Actions)

    Unit - Create 1 Marine for player 1 at (Center of (Entire map)) using default facing (No Options)

    Unit - Kill (Last created unit)

    Posted in: Data
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    posted a message on Action on Map Restart

    I suggest you to write a 'temporary' bank and load it.

    Unless there's action that I didn't know (since I don't see a real use for that)

    Posted in: Triggers
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    posted a message on Help me with triggers

    Naming of triggers? What did you mean?

    You already has a search function for triggers, I don't get what you want exactly.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Creating a Trigger for created unit

    Try this:

    Events - Any unit enter in region (all map)

    Conditions - Unit type of (Triggering unit) == Barrack

    Actions - *Your actions*

    Posted in: Triggers
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    posted a message on Trees

    It's SHIFT, and it will active the Ignore Placement Requirements of that doodad, also can be found by double clicking in a doodad already on your map and check the checkbox.

    Posted in: Warcraft Modding
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    posted a message on Imported models and actors

    Your model has nothing wrong... What is wrong is the data in the model of that actor.

    Here how it work: We got variations of trees, rocks, etc.... So to 'prevent' another field in the editor to 'Create Group of Model', the Blizzard handled it in a cool way (Warcraft III has the same method).

    Import your model with _01, _02, _03, etc or _001, _002, etc...

    So the tree would be: Tree_01.m3 / Tree_02.m3 / Tree_03.m3 / etc

    In the model of that actor, find the file of model, and you see it's only Tree.m3, the editor itself add the _01, _02 etc if he can't find exactly the file Tree.m3

    How to 'fix' it, it's pretty simple, change the file from Tree.m3 to one of the variations, for example Tree_03.m3, so now it will ALWAYS that file model for that actor, and not a random dynamic generated model file.

    Posted in: Artist Tavern
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    posted a message on Damage based on Energy (Caster)

    It reduce damage if you set it to reduce the damage, otherwise, it'll ignore the armor (damage armor to 0).

    Posted in: Data
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    posted a message on Making a unit attack with trigger

    Why are you using a old-styled to execute a single trigger in GUI?

    Just create a function with those parameters and call it... Would make a lot more sense and you can 'set the variable' to the parameters of the function.

    Edit: Added a demo map for better understandable. :)

    Posted in: Triggers
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    posted a message on way to find cursor position

    Your main problem is that you'll need to implement it INSIDE the WASD move system, everytime you move your camera with one of the buttons, you'll have to 'upgrade' the MouseX/Y/Z location BASED the amount moved (I don't know how your WASD is set'd up, so I can't provide you a demo map trying to replicate it.

    Posted in: Triggers
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    posted a message on way to find cursor position

    So instead of mouse world position, you'll need to get player screen position

    Posted in: Triggers
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