Well now I've figured out passive behaviors. You just create a new one and change it's modification field to what you want. You can then apply it to a unit X amount of times. So if you made it so that it increased damage by 1, and applied it 45 times, you'd have +45 damage. That should work fine for your purposes.
Also, play sound should be pretty easily findable.
That seems a bit excessive and not very elegant? I think if the OP was a bit more clear with his end goal we could help him out better *shrug*
Well... Inknow how to play a sound, just not sure how to play it only to the player who typed the chat message that did the behavior.
Ok what you need to do here is click on your event in your trigger and at the bottom of the trigger editor it will give you some helpful information about how to get information related to who or what triggered the event. I believe in this case it is just (Triggering Player). That will return an Int for you. Then when you use the play sound action you simply need to pass which Int(Player) you want to play the sound for.
A switch "Macro" isn't a macro at all. It is actually a cornerstone of modern programming. Essentially you pass a variable into the switch statement and depending on what the value of that variable is a segment of code will be run. See below:
Variable i = RandomInt(1, 100)
Switch (i)
{
case:1
Say "Hello";
break;
case:2
Say "World";
break;
default:
Say "Default";
break;
}
In this example, i is a random variable between 1 and 100. If (i = 1) then "Hello" is printed. If (i=2) then "World" is printed. If (i = something else) then the default action is run of "Default" being printed.
Here is an Example of a Switch Statement using Java:
class SwitchDemo {
public static void main(String[] args) {
int month = 8;
switch (month) {
case 1: System.out.println("January"); break;
case 2: System.out.println("February"); break;
case 3: System.out.println("March"); break;
case 4: System.out.println("April"); break;
case 5: System.out.println("May"); break;
case 6: System.out.println("June"); break;
case 7: System.out.println("July"); break;
case 8: System.out.println("August"); break;
case 9: System.out.println("September"); break;
case 10: System.out.println("October"); break;
case 11: System.out.println("November"); break;
case 12: System.out.println("December"); break;
default: System.out.println("Invalid month.");break;
}
}
}
Here is an example of a switch statement using c#
{
public enum State { One, Two, Three, Four };
public void DoASwitch(State mystate)
{
switch (mystate)
{
case State.One:
Console.WriteLine("I'm in state one!");
break;
case State.Two:
Console.WriteLine("I'm in state two!");
goto case State.Four;
case State.Three:
Console.WriteLine("I'm in state three!");
goto case State.Two;
case State.Four:
Console.WriteLine("I'm in state four!");
goto case State.One;
}
}
If you want to excel with your mapping you should take some time to read up on all the actions in the general section (Not "-General").
If Then Else
Switch
While
For each
ect...
EDIT:
I don't know why this forum refuses to accept formatting :(
IMO: Calling a map starship troopers is probably fine. Importing a section of the movie into your map however wouldn't be.
I remember some L4D map floating around that had almost all the sounds from L4D imported directly into it. I haven't seen it recently so I assume it was removed.
I also remember seeing something about importing EvE Online models directly into your map. I am sure CCP wouldn't be happy with that as all the information is housed on blizzard servers.
Have you pressed the space bar, that will enable you to move things around. Just as a note, terrain objects are a really big pain in the ass and you should avoid using them at all costs.
Duplicate the Hellion Beam and tie that to your new ability/attack.
Actor Creation
-Set Tint Color [Blue] [HDR Value: 3-5]
That should work, however I believe that there is a blue model already in the editor that is drawn inside of the normal beam when it is upgraded. Just use the blue beam instread (I don't have access to the editor right now as I am not home.).
Yea, I investigated further and found out that it was a constant value. I will see if I can come up with a work-around today or tomorrow as its only the visual aspect that I need. Thanks for your time ZeldaRules =)
I gave this some thought back in the beta. This can solve the net-traffic issues of the current implementation, however you would have problems for example if someone pressed W+D moving North East. Another issue would be that abilities are cast on key-ups I think(I am at work), so holding W to move forward as one would expect would not be possible. If anyone wants to give this a shot, send me a PM as it would be a fun problem to tackle.
The easiest way in my opinion would be to create an array of points down each "lane" and send the orders to each group of units depending on which lane they need to move down. Then you can use the "Points are Connected by Pathing" function which returns a boolean(I believe) to determine if your points are connected. If not you can have them attack a point that is passible or you could have them find the closest unit within a region centered at the unit's current location and attack there until the pathing returns true. However if your map is like what I have posted below that would not work as all points would indeed be connected by pathing.
I don't have access to the editor right now or I would whip you up a little function you could use. Do you mind posting the file for the map you are working on?
Your map wasn't removed because of cursing or dirty imagery(I think). When I loaded this up in the editor and tried it out my computer ground to a stand-still when the stalkers got to the command center. There were events firing WAY to often and my frame-rate dropped to 1-2 per second (nvidia 275, 8gb of ram, i7 processor). In my opinion "inappropriate content" here is the fact that it interrupts game-play for their customers by exhausting to many resources and slowing frame-rates substantially.
3) Add-ons must not negatively impact World of Warcraft realms or other players.
Add-ons will perform no function which, in Blizzard Entertainment's sole discretion, negatively impacts the performance of the World of Warcraft realms or otherwise negatively affects the game for other players. For example, this includes but is not limited to excessive use of the chat system, unnecessary loading from the hard disk, and slow frame rates.
-
I'm pretty sure they don't care about your "Bad-Ass Wave", but more about how you are affecting their customer's computers with content downloaded from their servers.
0
@Nashadun: Go
That was my original thought, however a modify unit effect might be better because it seems like he just wants it to be a permanent effect.
That seems a bit excessive and not very elegant? I think if the OP was a bit more clear with his end goal we could help him out better *shrug*
Ok what you need to do here is click on your event in your trigger and at the bottom of the trigger editor it will give you some helpful information about how to get information related to who or what triggered the event. I believe in this case it is just (Triggering Player). That will return an Int for you. Then when you use the play sound action you simply need to pass which Int(Player) you want to play the sound for.
0
@Aneth0r: Go
A switch "Macro" isn't a macro at all. It is actually a cornerstone of modern programming. Essentially you pass a variable into the switch statement and depending on what the value of that variable is a segment of code will be run. See below:
Variable i = RandomInt(1, 100)
Switch (i) {
case:1
Say "Hello";
break;
case:2
Say "World";
break;
default:
Say "Default";
break;
}
In this example, i is a random variable between 1 and 100. If (i = 1) then "Hello" is printed. If (i=2) then "World" is printed. If (i = something else) then the default action is run of "Default" being printed.
Here is an Example of a Switch Statement using Java:
class SwitchDemo { public static void main(String[] args) {
int month = 8; switch (month) { case 1: System.out.println("January"); break; case 2: System.out.println("February"); break; case 3: System.out.println("March"); break; case 4: System.out.println("April"); break; case 5: System.out.println("May"); break; case 6: System.out.println("June"); break; case 7: System.out.println("July"); break; case 8: System.out.println("August"); break; case 9: System.out.println("September"); break; case 10: System.out.println("October"); break; case 11: System.out.println("November"); break; case 12: System.out.println("December"); break; default: System.out.println("Invalid month.");break; } } }
Here is an example of a switch statement using c#
{ public enum State { One, Two, Three, Four };
public void DoASwitch(State mystate) { switch (mystate) { case State.One: Console.WriteLine("I'm in state one!"); break; case State.Two: Console.WriteLine("I'm in state two!"); goto case State.Four; case State.Three: Console.WriteLine("I'm in state three!"); goto case State.Two; case State.Four: Console.WriteLine("I'm in state four!"); goto case State.One; } }
If you want to excel with your mapping you should take some time to read up on all the actions in the general section (Not "-General").
If Then Else Switch While For each ect...
EDIT: I don't know why this forum refuses to accept formatting :(
0
IMO: Calling a map starship troopers is probably fine. Importing a section of the movie into your map however wouldn't be.
I remember some L4D map floating around that had almost all the sounds from L4D imported directly into it. I haven't seen it recently so I assume it was removed.
I also remember seeing something about importing EvE Online models directly into your map. I am sure CCP wouldn't be happy with that as all the information is housed on blizzard servers.
0
The title really does say it all.
0
@gemGreg: Go
Duplicate the Hellion Beam and tie that to your new ability/attack.
Actor Creation -Set Tint Color [Blue] [HDR Value: 3-5]
That should work, however I believe that there is a blue model already in the editor that is drawn inside of the normal beam when it is upgraded. Just use the blue beam instread (I don't have access to the editor right now as I am not home.).
0
@zeldarules28: Go
Yea, I investigated further and found out that it was a constant value. I will see if I can come up with a work-around today or tomorrow as its only the visual aspect that I need. Thanks for your time ZeldaRules =)
0
Bumping this. Has anyone found a solution here? Its very crucial to the feel of a project I am working on.
0
Maybe create a persistent effect at an offset based on the missile's current direction then have the missile move toward that?
0
I gave this some thought back in the beta. This can solve the net-traffic issues of the current implementation, however you would have problems for example if someone pressed W+D moving North East. Another issue would be that abilities are cast on key-ups I think(I am at work), so holding W to move forward as one would expect would not be possible. If anyone wants to give this a shot, send me a PM as it would be a fun problem to tackle.
0
The easiest way in my opinion would be to create an array of points down each "lane" and send the orders to each group of units depending on which lane they need to move down. Then you can use the "Points are Connected by Pathing" function which returns a boolean(I believe) to determine if your points are connected. If not you can have them attack a point that is passible or you could have them find the closest unit within a region centered at the unit's current location and attack there until the pathing returns true. However if your map is like what I have posted below that would not work as all points would indeed be connected by pathing.
I don't have access to the editor right now or I would whip you up a little function you could use. Do you mind posting the file for the map you are working on?
0
Apply Camera A over 5 seconds do not wait
Wait 4 seconds
Apply Camera B over 5 seconds do not wait
Wait for 4 seconds
Just play with it to get a feel for it. Essentially you want to apply another camera over time before the first one has finished being applied.
0
Your map wasn't removed because of cursing or dirty imagery(I think). When I loaded this up in the editor and tried it out my computer ground to a stand-still when the stalkers got to the command center. There were events firing WAY to often and my frame-rate dropped to 1-2 per second (nvidia 275, 8gb of ram, i7 processor). In my opinion "inappropriate content" here is the fact that it interrupts game-play for their customers by exhausting to many resources and slowing frame-rates substantially.
Look at this link in regards to WoW UI Mods: http://forums.worldofwarcraft.com/thread.html?topicId=16102301679&sid=1
---Quote:
3) Add-ons must not negatively impact World of Warcraft realms or other players. Add-ons will perform no function which, in Blizzard Entertainment's sole discretion, negatively impacts the performance of the World of Warcraft realms or otherwise negatively affects the game for other players. For example, this includes but is not limited to excessive use of the chat system, unnecessary loading from the hard disk, and slow frame rates.
-I'm pretty sure they don't care about your "Bad-Ass Wave", but more about how you are affecting their customer's computers with content downloaded from their servers.
This is hardly front-page news... =\
0
Confirming dis
0
Keep up the good work :)