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).
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.
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.
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. :)
0
Seems to be harder than expected, even standard units ignore collision and shoot trough walls. oO
0
PointPathingIsConnected or PointPathingPassable are the two functions you could use as condition
0
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?
0
Mouse is no longer hidden and locked to the camera center, after using Camera Follow Unit Group
0
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.
0
you could use the reaper's ability :>
0
whats cinematic_check for?
Improve the camera_Update trigger. it only has to be fired if the unit actually changes its position (for wasd)
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.
0
minerals = (String((Player (Triggering player) Minerals))) <String>
Raw: minerals = (IntToString((PlayerGetPropertyInt((EventPlayer()), c_playerPropMinerals)))) <string>
0
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.
0
@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. :)