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    posted a message on Galaxy++ editor

    This is all magic to me. You're all wizards.

    Posted in: Third Party Tools
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    posted a message on Trigger Exercise #5 - A Simple AI.

    "An AI that will play standard melee and make sure its always spending its resources (micro management)"

    That's macro. :)

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

    thanks

    I tried making a trigger which did what you said, BasharTeg, but it doesnt seem to work. I'm not getting any negative angles though, which feels good :) Here's what i came up with:

        Events
            UI - Player 1 clicks Left mouse button Up.
        Local Variables
            loop = 1 <Integer>
            point = (Point((Mouse X position clicked in the world), (Mouse Y position clicked in the world))) <Point>
            angle 3 <Real>
            distance = (Distance between (Position of Head) and point) <Real>
            angle = 0.0 <Real[2]>
            value = 0.0 <Real>
        Conditions
            distance >= 2.0
        Actions
            Variable - Set angle[1] = (Angle from (Position of Head) to (Position of Toe))
            Variable - Set angle[2] = (Angle from (Position of Head) to point)
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    angle[1] < 0.0
                    angle[2] > 0.0
                Then
                    General - For each integer loop from (Integer(angle[1])) to 0 with increment 1, do (Actions)
                        Actions
                            Variable - Modify value: + 1.0
                    Variable - Set angle 3 = (value + angle[2])
                Else
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            angle[2] < 0.0
                            angle[1] > 0.0
                        Then
                            General - For each integer loop from (Integer(angle[2])) to 0 with increment 1, do (Actions)
                                Actions
                                    Variable - Modify value: + 1.0
                            Variable - Set angle 3 = (value + angle[1])
                        Else
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    angle[1] > 0.0
                                    angle[2] > 0.0
                                Then
                                    General - If (Conditions) then do (Actions) else do (Actions)
                                        If
                                            (Max(angle[1], angle[2])) == angle[1]
                                        Then
                                            Variable - Set angle 3 = (angle[1] - angle[2])
                                        Else
                                Else
                                    General - If (Conditions) then do (Actions) else do (Actions)
                                        If
                                            angle[2] < 0.0
                                            angle[1] < 0.0
                                        Then
                                            General - If (Conditions) then do (Actions) else do (Actions)
                                                If
                                                    (Max(angle[1], angle[2])) == angle[2]
                                                Then
                                                    Variable - Set angle 3 = (angle[2] - angle[1])
                                                Else
                                        Else
    
    Posted in: Triggers
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    posted a message on how to make an angle between two units always the same?

    what the fuck.. everytime I've ever uploaded anything on a forum people have found it a security risk. i hate technology sometimes.

    trying Imageshack: http://imageshack.us/f/37/angles.png/

    Question: what's absolute value? thanks

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

    I havn't tested this yet, but I think that if you have 3 points; A,B and C, where A is the top of a pointy triangle, then take the angle of the line AB and subtract the AC angle from AB, you should get angle of the A-corner.

    edit: nope, didnt work... GAH, this drives me nuts.

    edit again: Ok, so I made a graphic over the issue: http://data.fuskbugg.se/skalman02/4e1df47584044_angles.bmp

    It seems that the angle between two points is determined by the angle between the invisible line between them and the blue line on the graphic. Now, I don't care about that, what I want is the angle between the line stretching from A to B and from A to C, the angle that's marked "?" in the graphic. What I tried was to take (A-B)-(A-C) = ?, and it works sometimes. I think the problem is that the angle AB isnt constant!

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

    Thnaks for anwers :)

    In further detail, what I'd like to do is have two points (in this case the location of two units), then be able to calculate the angle of a triangle made out of these two points and a third point. I hate math :D

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

    Hey, I have this problem where I want to different things to happens depending on the angle between two points. But I later found out that that angle depends on the points' locations on the map. It's like there's a line in the middle of the map, and anything north of it is a positive angle, and south = negative. I'd like that line to be between two moving points, for example the location of two units, so that the angle between them doesnt depend on anythnig else. Then I could calculate the angle between between a third point and one of the two original. But I've found no way to do this. Im no math major, so I might me embarassingly off, but please help! thanks! <3

    Posted in: Triggers
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    posted a message on dividing a distance into parts and keeping the beginning and end?

    well, i managed to solve it. But what I meant was that I wanted to put 10 units evenly spread along a line. So I divided the distance by 10 (lets say this would equal x), then made a loop and created a unit at a certain point offset by x*loop 10 times. this would put a unit at x*1, x*2, x*3, x*4, x*5 etc..., in a line.

    the problem was that this wouldnt put any units at one of the ends of the line if x was greater than 1.

    Posted in: Triggers
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    posted a message on dividing a distance into parts and keeping the beginning and end?

    hey guys. This is more mathproblem than anything else. Basically what I have is a distance between two points, let's call them A and B for future reference. This distance could be called a theoretical line. I would like to chop this line up into 10 points (these are what I'm referring to as "parts" in the title) with point A being the very start of the line and point B being the very end. In other words, if the line stretches between (x=12, y=12) and (x12,y=120), I'd like point A to still be (x=12, y=12) and point B to be (x=12, y=120)!

    So far I've done this by saving the value of the distance divided by 10 in a variable and run that value through a loop ten times, each time multiplying it by the loops' value. But this method only gives me either the A or B point, never both. I'm not a math guy, so I hope someone who is is willing to help me with this! <3

    Thanks in advance

    Posted in: Triggers
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    posted a message on Zealots, Tanques and Turn Pads. Testers needed.

    Just finished a playable skeleton of my map called "Zealots, Tanques and Turn Pads" and am now looking for testers in Europe.

    The goal of the map is to get 20 Zealots across the playing field and drain the life of the enemy team, like in any TD. The sending of the Zealots is the attacking phase, and while one team is attacking, the other is defending. A team defends by building Siege Tanques, which are static defense units with splash damage. Both teams have access to Turn Pads which turn Zealots walking over them to a 90/180/270 or 360 degree angle depending on whether its an Up/Left/Down or Right Turn Pad. The attacking team wants to use the Turn Pads to make the Zealots avoid the Siege Tanques while the defending team wants to extend the walking route of the Zealots in order to give the Siege Tanques more time to shoot them down.

    There are two teams of two players each.

    I'm looking for testers in order to get feedback on balance and just to see if all the basic stuff is working properly in multiplayer mode.

    If you're interested you can:

    email me at [email protected]

    PM me on this site

    Contact me in-game at FIRETRUCK #794

    Reply to this thread

    Call me at: just kidding :)

    Posted in: Map Feedback
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    posted a message on Im Done with girls . . . [Solved]

    @38dedo: Go

    why should we be separated from animals?

    Posted in: Off-Topic
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    posted a message on Experienced Data Editor and Triggerer Available for Hire

    @wingednosering: Go

    I have a revealer that covers the whole map, so sight radius do not matter to me, I have all vision radiuses set to 0 actually. I guess my case is pretty specific/unique/whatever.

    I'm trying out the scan range thing atm, does not quite seem to work. Perhaps it has to do with the static units' radius or something. I'll fiddle around a bit and edit if I can't solve it.

    edit: I solved it indeed. thanks a lot for the input xD it had something to do with the radius/inner radius on both the "attacker" and the static unit, for anyone who wonders.

    Posted in: Team Recruitment
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    posted a message on Experienced Data Editor and Triggerer Available for Hire
    Quote from wingednosering: Go

    @FIRETRUCKEU: Go

    1. Looking at it once I'm done that tank (shouldn't take long). 2. Difficult. There are only three possible ways to go about that;, the best probably being Validators. I'll look into it.

    First of all: thanks, that's super duper nice of you Second of all: actually, I solved #1 on my own, you can skip it.

    As for #2, it would be enough to just have a way to limit the area in which units that are attack-moving search for targets. (This is because in my map all units are moving along a grid and all possible targets are static so as long as the "aggro range" is less than 0.9, the only way these static units could enter it is if the attacker moved towards it. Should an attacker walk next a static unit, the "aggro range" would barely be out of range when at its closest to said static unit) However I guess the "only scan in front of you" version is more of a challenge to you. Or maybe not. One would think it would be easy to change the aggro range of a unit, but I've found no such value in the data editor :S

    Posted in: Team Recruitment
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    posted a message on Experienced Data Editor and Triggerer Available for Hire

    My two problems would be 1) The problem I present in this thread: http://forums.sc2mapster.com/development/triggers/16163-detect-when-a-unit-steps-on-another-unit/ (read my last post to get to the current problem) 2) A way to make units only scan forward for targets to attack (the regular Attack command)

    Judge for yourself if these issues are universal enough for you to solve in this thread. I'm not making you :)

    Posted in: Team Recruitment
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