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    posted a message on walk animation and shooting missles?

    hello everyone!

    is it possible to check if an actor is already playing an animation, because i dont want the animation to be overwritten (for example the animation takes 2 seconds, but the trigger fires 10 times a second it looks a bit strange, so i need to block the new animation until the old one has finished). or is it possible to enable some option in the "play animation" action that provides the animation to be overwritten? (i didnt find a option that could fit and didnt find a condition that could fit =/)

    at last, is it possible to create missles and fire them in a specific direction from a specific point (3 dimensional) to create an efficent shooter engine?

    greez

    Posted in: Miscellaneous Development
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    posted a message on [Info] Patch 0-1.03 Undocumented Editor Changes

    the camera pitch and yaw bugs seem to be gone. :)

    edit boxes to still not work =/

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Starcraft Editor Available to unregistered users

    first thing im gonna test are edit boxes :D

    Posted in: General Chat
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    posted a message on [Spoiler] Client Installation

    @vjeux: Go

    quite strange, it says that there was only a 40mb patch. but wasnt it at gold state a few weeks ago?

    Posted in: General Chat
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    posted a message on Can we get some spoiler rules?

    everyone who doesnt want to know it bevore just shouldnt take a look at it oO

    its you own fault if you click on everything and read all^^

    Posted in: General Chat
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    posted a message on [Library] STARCODE v1.4

    @s3rius: Go

    ah ok so your system generates the raw code first and then it splits it up into blogs whitch get converted?

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Library] STARCODE v1.4

    do i get it right that tis is in fact nearly the same as the old systems used in wc3 to generate savecodes? (e.g. with 64 chars)

    its very useful and i used smth similar for my rpg, the problem is however, that most of the space needed in my savecodes were the quest states, witch are saved by an integer with values from 0 to 3. so to compress the quest info you whould have to add 5 quests or so together to one integer value and then convert it to the new system.

    so my suggestion: maybe you could implement a function that allows you to combine 5 or 6 boolean values or integer values with only one digit (0-9) to one big number witch is then converted to the XX char sys. cause booleans and integers with only one digit might be used very often, too.

    for example 6 quests with different states would be:

    023001 and this integer would be converted later.

    correct me if i get smth wrong^^

    i think this would make sense because the system is only useful for big numbers, as less digits as less effective is the "compression".

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Video, Triggers] Hero Revival

    @MangledMind: Go

    the index is the player that owns the triggering unit.

    Posted in: Tutorials
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    posted a message on [Video, Data] Items & Loot Tutorial

    nice guide like always!

    anyway, im a bit shocked how long it takes to set up a single item:

    - create a button for description
    - create the item itself for the class
    - create the buff for the item effect
    - create a unit for the item
    - create an actor for the unit
    ...

    all this has to be done for EVERY item. so just imagine how long it would take to create a big map with 100s of item in it oO
    i was already annoyed in the wc3 editor because you always had to create a new ability for every single item (i was always wondering why its not possible to define the item effect directly). and now in the GE you have 4 times more work like bevore?! this is unaccaptable imo.

    i think it could be faster to script own items via triggers.

    Posted in: Tutorials
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    posted a message on [Video, Triggers] Hero Revival

    nice guide.

    to your question, i think you can remove the items instantly after you added them to your tempgroup. i wasnt sure either but i did a little test that should proove that the unit data can still be read out even after they were removed because they are still saved in the unit group.

    i created a map and placed a marine, a marauder and a raven on it.
    then i created this trigger:

    tg test
        Events
            Timer - Elapsed time is 0.0 Game Time seconds
        Local Variables
            tg = (Any units in (Entire map) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) <Unit Group>
        Conditions
        Actions
            Unit - Remove Marine [61.64, 62.36] from the game
            Unit Group - Pick each unit in tg and do (Actions)
                Actions
                    UI - Display (Name of (Unit type of (Picked unit))) for (All players) to Subtitle area
    

    all three unit names get displayed, even if the marine doesnt exist anymore. so imo you can instantly remove all dropped items after you added them to your group.

    you also said that triggering unit looses its referrence after a wait. im not sure about this because as far as i know in wc3 triggering unit did never lose its reference, i dont know how it is in sc2, but your way is the save and cleaner one anyways.

    what i found a bit strange was the death time issue. even if the unit is saved into the variable it seems that the variable is empty after the unit dissappiered from the map? i dont really understand why id doesnt work because this actually works:

    unit despawn test
        Events
            Timer - Elapsed time is 0.0 Game Time seconds
        Local Variables
            tu = Marine [61.64, 62.36] <Unit>
        Conditions
        Actions
            Unit - Remove Marine [61.64, 62.36] from the game
            Unit - Create 1 (Unit type of tu) for player 1 at (Center of (Entire map)) facing 270.0 degrees (No Options)
    

    greez ;)

    Posted in: Tutorials
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    posted a message on Show/Hide Foliage

    @OneTwoSC: Go

    take a look at my attachments.

    without the fog you can really see the border "eating" the moutains while moving, but if you enable the fog you will only see the mointains "grow" or decrease.

    this principe is used in nearly any game. if you take a close look at wow for example you will see the exact same effect. there is fog and a maxview distance and you can see the mountains grow in the far background.

    the game just needs a far clip because otherwise the computer would have to render the entire map (ok only the part in the direction you are looking at) at any time.

    (for sure on the pictures you cant see it well, but ingame while moving its a huge difference if you use fog or not)

    Posted in: Miscellaneous Development
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    posted a message on Show/Hide Foliage

    @OneTwoSC: Go

    im experimentating with farclip and fog for a while now and it can really be dont very well. you can set the fog clever so you cant see the actual "border" of the camera view distance.

    Posted in: Miscellaneous Development
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    posted a message on Show/Hide Foliage
    Quote from 38dedo: Go

    Lowering the farclip will hide the sky, I'm hoping to avoid that ;).

    whithout limiting the far clip you will never get a good running 3dgame.
    later, when you have good terrain and so on, it wont be enaugh to limit terrain foliage to reduce lags.

    Posted in: Miscellaneous Development
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    posted a message on Show/Hide Foliage

    i dont realy see the sense in this.

    limit the camera farclip to a value between 50 and 100 and all should be fine.

    if anyone has still perf issues he should decrease his personal graphics settings.

    Posted in: Miscellaneous Development
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    posted a message on [ORPG] Starcraft Universe

    @OneTwoSC: Go

    i dont know how many character you can save, but did you test to load 6 heroes (6 players) in a game? because imo 300 chars times 6 is to much for the bank sys.

    personally in my rpg i can only save 4 heros at the moment with about 200 chars for each hero (if i want to load 5 chars game crashes). and i want at least 10 players so its not enaugh.

    but finally, in EU map publishing isnt possible since phase 2 opened so i cant tell if anything changed.

    Posted in: Project Workplace
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