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    posted a message on [Help] Calculating a region area

    You can get the height and width of a region through trigger actions.

    For a rectangle region, just multiply the height by the width.

    For a circle region, 3.1415*(height*0.5)*(width*0.5). This works for ovals too.

    Overlap is much trickier. I have a few ideas how you'd do it, but nothing that I've actually had experience with.

    Posted in: Miscellaneous Development
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    posted a message on Disabling input event traffic

    Just turn your "mouse button clicked" trigger off when it's not needed.

    Posted in: Miscellaneous Development
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    posted a message on Waterworks [Multiplayer FPS-deathmatch map]

    Very, very nice work.

    However, I have to ask. Does it suffer from the typical "can't shoot where there's no ground" issue that's been preventing fpses working so far?

    Posted in: Project Workplace
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    posted a message on Discuss -- Distribute Melee Maps as Locked?

    Correct me if I'm wrong, but publishing a map as "Locked" just removes the triggers. Obviously, melee maps don't have triggers.

    Posted in: Miscellaneous Development
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    posted a message on strangle "bubbles" around units

    Back up your map and try deleting that "Marine_Death (Unnamed)" actor.

    Posted in: Miscellaneous Development
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    posted a message on strangle "bubbles" around units

    You have an actor assigned to those marines that lacks a model. Can you screenshot the unit tree for the marine from your map?

    Posted in: Miscellaneous Development
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    posted a message on Third Person camera object lag?

    Doodads are the general cause of the awful fps. Rather than adjust your camera settings, I'd suggest cutting out doodads. It's not really an ideal solution and one that I don't really understand given that SC2's graphics aren't exactly cutting edge even on Ultra. Still, quality for an RTS, but poor for anything smaller scale.

    Either way I decided on just keeping a few trees and important doodads, the fps was a lot smoother.

    I want to say this is a hardware issue on my end, and I suspect it is, but either way I think it's something you should try!

    Posted in: Project Workplace
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    posted a message on TankDef 2.0 Balancing issues

    Never played it, but surely just dividing the income equally between all active players would fix that.

    So if a kill was worth 8 minerals, rather than the killing player getting 8 minerals for the kill, all 8 players would get 1 mineral.

    Posted in: Project Workplace
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    posted a message on Best way to code WASD

    Oh and while I'm here, rather than making a new thread.

    Is there a way to change the default keybinds? I guess like most people, space bar moves their camera to "problem areas" like allies being under attack or your own structures. I also guess like most people, they use space bar to jump. Is there a way to prevent the camera movement associated with space bar?

    My apologies for the triple post but they are all different subjects :(

    Posted in: Miscellaneous Development
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    posted a message on Best way to code WASD
    Quote from MotiveMe: Go

    @Eiviyn: Go

    Think about it. The triggers themselves are going to execute near-instantly. Regardless of whether you make 1 or 4 triggers, you still need 4 events, one for each key. Those events are what creates the overhead, not the triggers.

    Makes sense. I feel a bit silly now for creating one monster trigger that does it all. Ah well, least it looks semi impressive.

    Posted in: Miscellaneous Development
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    posted a message on Best way to code WASD
    Quote from ghoohg: Go

    I cant list the triggers off the top of my head but you can DL and look at the triggers on my map if you want (just don't copy/paste) I don't get any lag with WASD movement on it

    I mean on bnet. I'm very, very happy with my movement system offline. I'm worried about the lag it'll create online. Sorry for the confusion!

    Posted in: Miscellaneous Development
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    posted a message on Best way to code WASD

    So there's absolutely zero benefit to using one trigger over using four?

    Posted in: Miscellaneous Development
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    posted a message on Probobly realy simple, but

    I hope the line preceding that is "Pick each player in player group "all players"" (Or whatever your active player group is)!

    Posted in: Miscellaneous Development
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    posted a message on Best way to code WASD

    So we know the "key pressed" event is laggy. I suspect Blizzard might fix this in some way eventually, but still, I'd like to know.

    Basically, is it more efficient to have one trigger with multiple "if then else" functions where each has a condition of "key pressed = W", "key pressed = A" etc, or 4 seperate triggers for each key?

    Posted in: Miscellaneous Development
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    posted a message on [Contest] Melee AI
    Quote from Sixen: Go

    @Eiviyn: The problem would be setting up the AI in games itself, I believe. Though, that would be cool... Maybe i'll look into that a bit.

    Could, as a requirement, add that there be a variable of "player number" where all triggers relating to the AI player have to use this variable instead of "player 1" etc. The intention being that you have a clear variable that you can alter in order to set up 1v1 matches. Since I don't think I explained that too well;

    Copy/paste the AI triggers folder for both competitors into some designated melee map.
    One of the requirements for the competition being that you add the "player number" variable. The first AI has it's player number variable set to 1. The second, to 2.
    The AIs then go about their business, and if one AI is not set up properly then it is disqualified.

    Or something, still not sure I explained that too clearly!

    At least, those are my musings.

    Either way this would open a fresh new can of worms (the AI competition aspect) due to having to ban the use of Create Unit, making units invulnerable, removing units etc!

    Posted in: Project Workplace
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