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    posted a message on Damage Effect of Explosion on visible targets

    Seems to be harder than expected, even standard units ignore collision and shoot trough walls. oO Pathing

    Posted in: Miscellaneous Development
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    posted a message on Move unless blocked

    PointPathingIsConnected or PointPathingPassable are the two functions you could use as condition

    Posted in: Miscellaneous Development
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    posted a message on Damage Effect of Explosion on visible targets

    There will be big explosions...\o/ However, there should be corners the player can hide his army even if it was in range of the explosion.

    Right now my Bomb has a timed life effect, suicides and explodes like the baneling and creates an AOE Damage effect. What i need is a validator for the radius of the effect, that simply tells my bomb: target is not in LoS, dont hurt it. To complicate it: It even has to work if the bomb is owned by the same player who has to hide his forces (i.e. they share vision).

    Any ideas?

    Posted in: Miscellaneous Development
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    posted a message on [Info] Patches 14-15.1 Editor Changes

    Mouse is no longer hidden and locked to the camera center, after using Camera Follow Unit Group

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Replacing units O_o

    you mentioned the probe got replaced... Triggering Unit is the constructor (the probe), not the building it constructed. The Building is the Triggering Progress Unit.

    Built
        Events
            Unit - Any Unit construction is Completed
        Local Variables
        Conditions
            (Unit type of (Triggering progress unit)) == Pylon
        Actions
            Variable - Set buildingOutcome = (Random integer between 1 and 2)
            Region - Move replacer to (Position of (Triggering unit))
            Trigger - Run Outcome 1  (Check Conditions, Don't Wait until it finishes)
            Trigger - Run Outcome 2  (Check Conditions, Don't Wait until it finishes)
    
    Posted in: Miscellaneous Development
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    posted a message on Units walking off a cliff = damage

    you could use the reaper's ability :>

    Posted in: Miscellaneous Development
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    posted a message on Huge lag/FPS drop after certain length of time

    whats cinematic_check for?

    Improve the camera_Update trigger. it only has to be fired if the unit actually changes its position (for wasd)

    camara_Update2
        Events
            TriggerAddEventUnitOrder(null, "move", 0)
        Local Variables
        Conditions
            Comparison(cinematic_Active, ==, false)
        Actions
            CameraSetValue(1, c_cameraValueDistance, 20.0, 0.0, -1, 10)
            CameraSetValue(1, c_cameraValuePitch, 50.0, 0.0, -1, 10)
            CameraSetValue(1, c_cameraValueYaw, 0.0, 0.0, -1, 10)
            CameraPan(1, (UnitGetPosition(player_Unit)), 0.0, -1, 10, false)
    

    You could even use CameraFollowUnitGroup and remove this trigger.

    same for the movement trigger, fire it if a key is pressed. Keep the angle you want to move to global and let the key-pressed triggers modify it and re-issue the order; reset the distance in each of these triggers

    Rule of thumb: fire a trigger, if something has changed, not for polling conditions.

    Posted in: Miscellaneous Development
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    posted a message on where to get players current minerals in data

    minerals = (String((Player (Triggering player) Minerals))) <String>

    Raw: minerals = (IntToString((PlayerGetPropertyInt((EventPlayer()), c_playerPropMinerals)))) <string>

    Posted in: Miscellaneous Development
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    posted a message on How does action/funtion work?

    Neither Action nor Functions duplicate itself, not in galaxy, not in another programming language.

    If you call a function out of 2 separate timers running at the same time, each timer will evaluate the function for itself.

    Posted in: Miscellaneous Development
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    posted a message on Finding a Point inside a Region.

    @ralme360: Go

    You could even get all available regions of your map using "region RegionFromId(int lp_id)" and count the parameter from 0 to whatever. To determine whether a point is in a region you could use school trigonometry and "fixed DistanceBetweenPoints(point p1, point p2)" with your point and the center of the region, depending on the shape of your regions. :)

    Posted in: Miscellaneous Development
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