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    posted a message on Need units to never change targets, ever.

    How do I achieve this? I set every unit's target priority to 0 and all "Responses" to "No response"... Buildings don't seem to have a "Response" field, though.

    Posted in: Data
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    posted a message on I need marines to not collide with barracks.
    Quote from DrSuperEvil: Go

    That is the placement footprint at work.

    Thanks for helping! The placement footprint is 3x3 thou :S

    Posted in: Data
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    posted a message on I need marines to not collide with barracks.
    Quote from DrSuperEvil: Go

    Movement - Collide field probably. Else it is a footprint issue with ground pathing.

    I set the footprint to (none) and it worked. However, now workers on the map cant build buildings with (none)-footprints next to each other. They somehow have an invisible footprint that looks like a 5x5 footprint with the corners removed.

    Posted in: Data
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    posted a message on Add basic forum functions, please.

    Such as tracking threads etc. This site is a mess. I have to keep the URL of my own threads in a .txt file on my desktop. What the fuck? Are there not forum templates that are better than this?

    Posted in: General Chat
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    posted a message on I need marines to not collide with barracks.

    Hello. I need marines to not collide with barracks, but to behave like ground units in every other sense. I've removed everything that has to do with radius and collision on both units, but still the marines keep going around the barracks. Barracks can land on top of marines thou. What do? Thanks.

    Posted in: Data
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    posted a message on Removing a unit's ground collision
    Quote from Irta643: Go

    @FIRETRUCKEU: Go Find the desired unit in the data editor Search for the 'Collide', under Movement. A new window will open, enabling you to uncheck boxes.

    Now, a unit will collide with anything that has the same box checked

    For example, Unit A, B and C

    A: Has Ground and Forcefield checked

    B: Has Ground checked only.

    C: Has Forcefield checked.

    Which means that A and C will collide (because both of them have Forcefield checked)

    A and B will collide (because the ground box is checked.)

    A will collide with everyone (since it has both of the boxes checked)

    B and C will not collide with each other (because they do not have the same boxes checked)

    Hope you understood.

    I understand. Thou, it simply does not work. :( Marines are only checked to collide with ground, and Barracks are only checked to collide with Structures.

    Thanks for the quick reply!

    Posted in: Data
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    posted a message on Removing a unit's ground collision

    Hey. I need marines to not collide with barracks. I've removed everything that has to do with radius and collision on both units, but still the marines keep going around the barracks. Barracks can land on top of marines thou. What do? Thanks.

    Posted in: Data
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    posted a message on Simple array/integer/counting problem

    tyty alot. worked. knew it was simple :D

    Posted in: Triggers
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    posted a message on Simple array/integer/counting problem

    Hey guise, I have this problem where I have a unit array with 5 slots. Every 1 second I want to create a unit and place it in a free slot in the array. This is all fine and good, but the problem arises when the array is full. What I want to do then is kill unit number [1], and make unit number [2] take its spot, and make unit number [3] take number [2]'s spot and so on and so on. I can't figure out quite how to do this. The code I've used so far looks like this:

    Kill Unit [1]
    Set Unit[2] = Unit [1]
    Set Unit[3] = Unit [2]
    Set Unit[4] = Unit [3]
    Set Unit[5] = Unit [4]
    Create 1 Probe at Point Facing 270.0 etc etc
    Set Unit[5] = Last Created Unit
    

    The problem is obvious; I'm setting Unit[5] to two different units, but I can't think of any other way to do this. Please enlighten me :)

    Posted in: Triggers
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    posted a message on Heroes of might and magic

    i recently picked up HoMoM II again, and one thing i really noticed when playing it was meaninful choices. By the time one week had gone by you could have almost every unit in the arsenal, besides the ultimate one, and almost a full mages guild. Now, I dunno if you've already taken this into consideration in your game, but it's a good tip i think.

    Make "regular" units cost special resources, or make it so when you build one unit producing structure, another one is eliminated. Something along those lines.

    Posted in: Map Feedback
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    posted a message on how to make an angle between two units always the same?

    Still doesn't work :(

            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Or
                        Conditions
                            And
                                Conditions
                                    angle < 0.0
                                    angle 2 >= 0.0
                            And
                                Conditions
                                    angle 2 < 0.0
                                    angle >= 0.0
                Then
                    Variable - Set angle 3 = ((Abs(angle)) + (Abs(angle 2))) //this is the line that was faulty, right?
                Else
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            Or
                                Conditions
                                    And
                                        Conditions
                                            angle < 0.0
                                            angle 2 < 0.0
                                    And
                                        Conditions
                                            angle >= 0.0
                                            angle 2 >= 0.0
                        Then
                            Variable - Set angle 3 = (Abs(((Abs(angle)) - (Abs(angle 2)))))
                        Else
    
    Posted in: Triggers
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    posted a message on how to make an angle between two units always the same?

    i can not believe i missed that. once again, thanks

    Posted in: Triggers
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    posted a message on I want to reset start position, resources, base, etc. How?

    You can do that maually. Use "Set Player Property" to set the minerals and gas to whatever value you want. You can use a few simple "If then Else"s to check what players are what races and then create starting workers/structures respectively. You can use the functions "Pick Each Unit in Unit Group" and "Remove (Picked Unit) From the Game" to remove every unit from the game before before you create the new ones.

    Posted in: Triggers
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    posted a message on how to make an angle between two units always the same?

    Hmm... Still doesn't work quite the way I need it to :( BasharTeg, did you write that code freehand? 'cause I can't get the math to look exactly like yours. Also I'm not sure I've fully succeeded in explaining the problem (I'd hate to believe I did succeed but you failed to understand :P). I have ten units standing in a line. The first unit is a variable called Head, the last unit is a variable called Toe. The line they form is always straight. I want it to be so that if I click in front of Head, angle 3 should always be the same, no matter where Head and Toe is positioned on the actual map. If I click behind Toe, angle 3 should always be the same, regardless of Head and Toe's positions on the map, but opposite of what it had been if I had clicked in front of Head. The same should go for any point; right of Head, Left of head, Right- and slightly down of Head, etc...

    Now, this is the code I use atm. I find it to work perfectly when the line that the 10 units make out is horizontal and Head is the Eastern tip of it, and Toe the Western. In every other position I find that the scale of degrees jumps, so that it goes from 0 to 270 to 90, back to 0 (0,1,2,3...,270,90,89,88...3,2,1,0) or from 0 to 180, then back to 0 again (0,1,2,3...,180,179,178...3,2,1,0). :( :S

    The from 0 to 270 to 90 to 90 thing happens when the Head to Toe line is vertical. The from 0 to 180 back to 0 thing happens when the Head to Toe line is horizontal and Head is the Western point and Toe is the Eastern point. Confused yet?

    The code I'm using:

            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Or
                        Conditions
                            And
                                Conditions
                                    angle < 0.0
                                    angle 2 >= 0.0
                            And
                                Conditions
                                    angle 2 < 0.0
                                    angle >= 0.0
                Then
                    Variable - Set angle 3 = (Abs((angle + angle 2)))
                Else
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            Or
                                Conditions
                                    And
                                        Conditions
                                            angle < 0.0
                                            angle 2 < 0.0
                                    And
                                        Conditions
                                            angle >= 0.0
                                            angle 2 >= 0.0
                        Then
                            Variable - Set angle 3 = ((Abs((Abs(angle)))) - (Abs(angle 2)))
                        Else
    
    Posted in: Triggers
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    posted a message on how to make an angle between two units always the same?

    thanks guys. Yeah, I'm no good at advanced triggering, BasharTeg. Thanks for helping out :)

    edit: I thought there was a way to get the absolute value instantly! It's often just a matter of looking hard enough.

    Posted in: Triggers
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