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    posted a message on Creating dynamic beams in triggers...

    Hi! Before you tell me to use the search function: I did and found threads concerning this topic, but none really solved it.

    I found these lines in the testnatives of blizzard. So they should exactly do what i want: Creating a beam between two actors/points and returning this beam, so you could freely move or destroy it.

    I only changed the actor variable names to easily put them into a trigger. Comments are by me.

        act = ActorCreate(null, "Model", "Hydralisk", "", ""); 
    //there is a default model actor model called "Model", so this should really create something
        ActorSend(act, "SetBearingsH 64,64 2"); 
    //but I don't see anything. Tried changing SetBearingsH to SetPosition2D...
        ActorRefSet(null, "::global.Launch", act);
    
        act2 = ActorCreate(null, "Model", "Hydralisk", "", "");
        ActorSend(act2, "SetBearingsH 68,64 2");
        ActorRefSet(null, "::global.Impact", act2);
    
        act3 = ActorCreate(null, "Beam", "ColossusAttackBeam", "::global.Launch", "::global.Impact");
     //there is no beam actor called "Beam" ! What the hell should this create?
    
    //should only be debugging functions. But they only give me an ingame error. (number too high/wrong or something)
        act = ActorRefGet(null, "::global.Impact");
        ot = ActorGetText(act);
        OutputText(c_outputError, ot);
    
        act2 = ActorRefGet(null, "::global.Launch");
        ot = ActorGetText(act2);
        OutputText(c_outputError, ot);
    
        act3 = ActorRefGet(act3, "::HostLaunch");
        ot = ActorGetText(act3);
        OutputText(c_outputError, ot);
    
    Posted in: Triggers
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    posted a message on Easy way to make unit fire one direction only?

    First of all: I loved Plants vs. Zombies, I am curious on your ideas :D

    Then, how do you plan to setup your missle system? If you plan to use the default inbuilt system I can't help you, and I think it could get hard since these missles are always hitting the target.

    To setup an own system either code it, or use a persistant effect to move the missle with a small period. I think that there is a field called "periodic offset" which lets you set multiple offsets. So create 20 offsets (and add 20 periods for the the effect with a small period duration). You will need to test out the values yourself, but I assume that moving 0.4 in x-direction every 0.1 seconds would be fine.

    Posted in: Data
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    posted a message on Use variables in the data editor?

    The only thing I can think of, would be indirectly doing it by using the Catalog function. You can use it to read and write any value you like. Some restrictions are that you can't add new values (for example new levels,...) as those arrays need to be preset in the data editor. Also it seems to be impossible to move or change position of bottoms on the command card.

    Directly putting in something like <hfoo,Name> isn't possible to my knowledge ;)

    Posted in: Data
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    posted a message on [Library] STARCODE v1.4

    Is there any possibilty to get any information out of the playername text? It is simply stupid that we can't convert to string, compare it, get the length or anything else. The library, compression and encryption is nice, but when player can simply copy paste the bank file from another player, there is no point in having huge encryption. :(

    What about asking them secrets, hoping they say the truth and so won't tell others the "password"? :D

    Posted in: Trigger Libraries & Scripts
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    posted a message on Weird bug ...

    What exactly is Andromeda? I have never heard of it.

    But this bug made me really mad. I got used to type reals/fixed values with a dot even if there are no numbers on the right side of the dot, since people told me that the Jass compiler did R2I conversion anyways. :D

    Posted in: Galaxy Scripting
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    posted a message on Weird bug ...

    An hour of debugging... trying of different ways to implement my stuff .. wondering about strange error messages...

    just to find out that the game engine made some unobious mistake(?) with my variables.

    fixed Sector_Degree = 20.; //a global variable which should be initalized with the value '20'
    
    ...
    UIDisplayMessage(...,FixedToString(Sector_Degree)) //debugging the variable shows "0"
    

    Even when I add the prefix 'const' , it still shows "0"! Only when I remove the little dot:

    fixed Sector_Degree = 20; value shows as expected.

    So is this some new scripting style which I am only unfamiliar with or a bug?

    20.0 becomes-> 20

    20. becomes-> 0

    wtf?

    Posted in: Galaxy Scripting
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    posted a message on apply force - knocking the hit unit on impact

    Thanks, D1000, I will now try it with a buff.

    And thanks too b0ne123, I found that tutorial with the search function too, it pretty much made me try to do push effects with ApplyForce. But even following and copying everything that concerns pushing, I couldn't make it work ;)

    Edit: Ok it seems to work ... at least something is moving. But how do I stop it when the terrain is not walkable. The inbuilt push effect pushes the target just in another direction to compensate the obstacle. I tried adding the validator "Can find path" (or however its called in English) but that didn't work.

    Posted in: Data
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    posted a message on How can I tell when an animation is finished?

    What I can think of: In the unit's main actor add the event Animation finished /done (as a parameter "attack" or whatever it is called)

    For the action, you need to be creative. I don't have the editor here so I can't check all possible actions, but maybe there is some way to start an effect (I am pretty sure there is something like this). If you use a dummy damage-effect that only deals 0.01 damage you can then register this damage effect to a trigger easily.

    BTW: How do you disable/enable movement? :D If you don't need script functions for this, then there might be an actor-action for this. This would shorten things a lot.

    Posted in: Triggers
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    posted a message on apply force - knocking the hit unit on impact

    There isn't a description of every field. I think they left out those that are the most unobvious and strange ones :D

    Right, now that I think of it ... a buff should do the same thing like a persistant effect. But still I have no clue how to set up the fields. A buff is to my understanding simply applied to a unit, and so it doesn't have reference to some "source, caster or impact point".

    The most important thing I have learned so far about the editor is, that everything is possible somehow, and that there are a dozen ways to do something. I guess and fear that finding the best, easiest and most flexible ones will take quite some experience. Haven't looked much into behaviours. I will need to check out what sub categories there are as soon as I return from work. I could guess that there is a stun ;)

    PS: Which validator checks if a position is walkable for ground units? And how can I say which point the validator uses for its checks?

    Argh I liked coding more, then I at least knew what was linked and what was done :D

    Posted in: Data
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    posted a message on apply force - knocking the hit unit on impact

    Hi there. I had a great text written down and wanted to have some markup... clicked on "Click here for details" and all was gone :(

    So now the short version of my problem which could also be called a request: :-)

    How do I create a push back effect on the target unit of a grenade impact? So for primary testing I would just add the effect to the marauder's grenade Set-effect.

    I know I need a persistant effect, I know that this has to have a small period and a huge amount of periodic runs and a periodic apply-force-effect, but I just can't get the values right.

    Best thing I could achieve was that the hit unit moves, but only straight to the south. I couldn't make it, so that the hit unit gets pushed back equal to the angle of impact (angle between missle unit and target unit).

    Help me please, I hate the description of editor fields, the translations in my language took even more of their helpfullness.

    Thanks, Rushhour

    Posted in: Data
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    posted a message on Lightnings and attachements

    I really miss warcraft3's flexible and easy lightnings, special effects and attachements.

    I know that they weren't really "flexible", as you couldn't do much stuff with it (for example you needed to use dummy units to have moving effects, ... ). But still I could create and destroy them freely in my script, making visual stuff and eye candy easy to change and add.

    How is this possible with the beams now? I mean, I need: -a model -a beam actor -an action actor where I can set the start and impact points just to theoretically have a working beam.

    Yep and then it needs to be launched somehow. But what about if I just wanted to create some random lightning from a building to a location, a lightning fence, a lightning that only jumps to another unit if a certain variable is True? Can I send an actor message to the beam (or action?) actor which somehow tells it to be created? But how do I add the information "from here to there"?

    Actually, I feel torn apart between triggering my abilities completly to not give away flexibility and making them in the data editor to have smooth and nice looking effects.

    ------------------ The second problem is somehow more specific: How do I add a model (actor) to another model(actor) -> AddSpecialEffect("someeffect",TheUnitOrBullet,"chest")? For example making a bullet become a charged bullet or make a rocket start burning or create an pulsive explosion at a unit's chest that moves with the unit?

    Posted in: Data
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    posted a message on Missle and Beam - launch and target points (height)

    Thanks a lot.

    Now the doodad changed its variation. It is somehow strange as the variation number 1 of rubber wall is the repaired wall and it changes to variation no. 2, but maybe this is some other issue.

    I will have a look at the missle tutorial later on, thanks for the link. I didn't find any good tutorial about that topic myself ;)

    Posted in: Data
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    posted a message on Missle and Beam - launch and target points (height)

    I forgot the action actor. Now it still launches from the unit's feet, but targets it correctly. Hell, how many data types do I need for a simple missle.. . Well there are dozen of fields in the action actor that could refer to launch and target point, but I don't have any clue which I need to change. My trial gave me a lot of error up to this point. :/

    What about the doodads? That would be pretty interesting too.

    Posted in: Data
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    posted a message on Missle and Beam - launch and target points (height)

    Hey there. I have an issue that's driving me mad:

    I created a custom launch-missle effect and used a preexisting missle unit as a missle. But: The missle keeps launching from the units feet and moves to the targets feet, so it only slides over the bottom. I copied the movermissle (that 'should' control the movement) from the basic missle and only adjusted the speed. Well the speed changed, but I couldn't find any value that controls the start and impact height.

    The effect is launched by triggers, so no actor, ability or weapon controls this. And the actor of the missle wasn't touched, so this should be allright...

    Similiar issue for the beam: The action actor creates the beam, I found the field attachement launch query and the hosting fields on the beam's actor, but changing this doesn't seem to work. All I want is to start the beam from "chest" and end at the target's "chest".

    Last but not least: Is there any possibilty to control doodads? I want to change the variation and I found a function "UnitChangeVariation", but as doodads aren't units, but only models with an actor, I have no possibilty to "pick each doodad and do..." . Then I tried to add an actor event (some dummy spell cast they could react to), and then change their model, but this wouldn't work too. But I'm not sure here if I picked the right functions. Any workarounds?

    Thanks.

    Posted in: Data
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    posted a message on Zeratul gone weird

    Hey people here on mapster.

    I am a veteran of the WE, but knowledge about the former object editor is... well, nothing .. compared to the new data editor.

    So I am following tutorials and doing some trial and error tests. But since there are hundreds of links between objects and datas, I don't have any overview about what I am doing.

    So basically, I created a new unit object based on the campain Zeratul. First, I couldn't even place it on the map until I realized that I need a unit-actor for my new unit.

    1. question: How do I link my unit-actor and my unit? Will the actor appear in the unit's actor list automatically when I change the actor-events concerning the new unit's creation? The tutorial said, that I should rename the 'token'/variable of the unit-actor. This resets some fields, like model and sound paths. So to have a working unit, I need to copy these fields over from the original unit. But doing this for several units is annoying.. well I think and hope that there is a better way of doing it and linking the unit-actor and unit.

    2.: I didn't do any changes to my new Zeratuls' abilities. But now a new problem occured with the "blink" ability (don't know its proper name). It's a visual problem: The dust cloud which appears when blinking to the target doesn't move in the direction of the target, but always to the south-west. The events that could concern the ability in the new unit-actor were added but still it looks weird. When using the original Zeratul (using the same ability), it looks all right.

    3.: Then I added the behaviour "veterenacy" which simulates a hero's experience. The UI of the unit changed (the fields where attack, armor, kills,... is displayed) . But this is propably because of the veterenacy. But my problem is: The ability/armorbutton "protoss shield" which is usually on every protoss unit, disappeared. Additionally, the "unitpicture" (the one that gets orange and red if the unit is on low health) doesn't have the blue glow which represents the shield-energy - though the unit has full shield power! This could probably be linked to the missing shield-armor-button, but I am not sure.

    Thanks in advance. Tell me if something is unclear, I am no native speaker and currently don't have GE with me.

    Posted in: Data
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