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    posted a message on Weekly Terraining Exercise #31: Before & After

    @Telthalion: Go

    Thats soo cool!

    And I might join this one :P

    Posted in: Terrain
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    posted a message on Attach a "floor" to the bottom of a tower?

    Hi. I tried to search for this but I don't know what it is called.

    The thing I'm trying to do is to get the stuff you see under the actual tower in a Tower Defense. So you can easy tell how much ground the tower is covering. I know what model but not how to attach it under the tower in the best way.

    Should I just spawn another unit under the tower? I don't think that is the smartest idea. I have looked at Events in the actors tab but I'm not too good at this so I don't really know what to edit and how. But I think I should do something here, right?

    If not please tell me how. Happy for help :)

    -Ralme

    Posted in: Data
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    posted a message on Weekly Terraining Exercise #23: Let's make a map, Mapster!

    Working on it.

    Edit: done. and feel free to edit my stuff :D

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #23: Let's make a map, Mapster!

    This is going to be really cool! I think these kind of projects are really funny. We should do more in the future!

    I will also try edit the map some more but not now. Great job so far everyone!

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #23: Let's make a map, Mapster!

    @Maxsvard: Go

    I don't know that there is a limit. And editing more times is just great i think.

    So I hope Mozared won't be angry if you edit it more times (I don't think he will :D ) So you go ahead and edit the map more :)

    Just don't over do it.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #23: Let's make a map, Mapster!

    @Exaken: Go

    @Ababmer: Go

    You two did really good stuff :D

    This will be so awesome when its done!

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #23: Let's make a map, Mapster!

    Working on it!

    Edit: Done but the mine i made is maybe too close to the boarder. So we might need to fix that (just noticed)

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #22: A-ten-HUT!

    @Mozared: Go Sounds good :D

    Posted in: Terrain
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    posted a message on Bored...so I made this... [4]

    It looks like there is a hole in the roof. But that could just be me.

    Posted in: Off-Topic
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    posted a message on Find the nearest point.

    @Builder_Bob: Go

    Thanx, I will try to find my problem. I'll edit this if I find it :D

    Edit: Lol forgot to edit this. But I found the problem:

    My move command was inside of my if-statement. So when I move it outside of it everything worked because then the trigger would find number zero too. Thanks for the help! Much appreciated.

    Posted in: Triggers
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    posted a message on Find the nearest point.
    Quote from Builder_Bob: Go

    @ralme360: Go

    I have just skimmed your trigger, but one thing that is apparent right away is that your array is only 7 long. try: length = 0 <Integer[8]> this will let you store values in indexes 0-7.

    I think this is wrong. As all of my other arrays is built with this system this cannot be it.

    But I have maybe found a flaw: when all of the P's are visited and there is only 1 left (number 0) there is nothing to compare with so the trigger thinks that there is no more P's to go to. I don't really know but that it what I see. Though I don't know how to fix this :P

    Posted in: Triggers
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    posted a message on Find the nearest point.

    It works well except that U moves to all locations but P(0). It chooses the shortest path every time but stops when there is one left (always number 0)

    Here is the trigger:

    Run AI
        Events
        Local Variables
            i = 0 <Integer>
            length = 0 <Integer[7]>
            near = 0 <Integer>
            p = No Point <Point>
            u = Move[1].unit <Unit>
        Conditions
        Actions
            General - For each integer i from 0 to 7 with increment 1, do (Actions)
                Actions
                    Variable - Set length[i] = (Pathing cost between (Position of u) and (Center of Objective.region[i]))
            General - For each integer i from 0 to 7 with increment 1, do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Owner of Objective.beacon[i]) != 2
                        Then
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    length[i] < length[near]
                                Then
                                    Variable - Set near = i
                                    Variable - Set p = (Center of Objective.region[near])
                                    Unit - Order u to ( Move targeting p) (Replace Existing Orders)
                                Else
                        Else
    

    Btw, the trigger is fired every time U reaches his destination.

    But thanks for this so far. -Ralme

    Posted in: Triggers
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    posted a message on Find the nearest point.

    Hello!

    I have a unit (lets call it "U"). U will have to go to 1 out of 8 checkpoints (lets call them "P"). But I want U to go to the nearest P.

    I thought I would use the "Pathing cost between points" to calculate the length from U to each of the P's. And then maybe store them in an array.

    And now for the question: How do I compare multiple integers (or reals) and check which one is the smallest (or largest)?

    Happy for answers! :D

    Posted in: Triggers
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    posted a message on Start listing things that annoy you about the editor and I'll give to Blizzard
    • More tiles per tileset (or why can we only have 8?)
    • More cliff levels!
    • Wizards for creating stuff in the data editor (it drives me mad sometimes)

    Thats it for now :D

    Posted in: General Chat
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    posted a message on Happy Holidays!

    Happy holiday to everyone!

    Hope that your year have been good so far! (Lets hope the rest is too ;) )

    -Ralme

    Posted in: General Chat
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