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    posted a message on [Library] Easy Catalog [WIP]

    Hm.. So with catalogs, Is it possible to adjust an effects parameters on the fly? For example If i had a behavior(?) that gives the effect(?) of increased move speed. I could make it relative to my hero's level? If hero is lvl 20, set the effect to give 20% extra move speed?

    If so I think i have an interest in mainly an effect catalog so I can dynamically tweak them through triggers. Got any tutorial links where I can read up the mechanics of how parameters are 'get' and 'set' through catalogs? As my requirement is niche on just effects right now.

    Posted in: Triggers
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    posted a message on [Library] Easy Catalog [WIP]

    Okay um, noob question, I'm not really clear on what a catalog is in the context of the galaxy editor. What is it useful for? Care to enlighten me?

    Posted in: Triggers
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    posted a message on [Release] Facility 17 - A Terran RPG

    Lookin forward to the SEA release :)

    Posted in: Project Workplace
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    posted a message on any way to go over 524288.0

    @VeridianEntropy: Go

    Give the boss multiple lives maybe? =/ each one worth 100k, when he's dying, refill his life to max x times.

    Posted in: Miscellaneous Development
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    posted a message on [Library] Realtime Mouse Tracking System

    @Skittles17: Go

    I don't mean to be a killjoy.. but http://forums.sc2mapster.com/resources/trigger-libraries/11481-library-realtime-mouse-tracking-system/?page=2#p24 But I've tried and tested that before, and it doesn't work well. For the reasons stated in the linked post.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Freelance Programmer Looking for Light Jobs

    @Vortexx2010: Go

    I'm sorry to disappoint, But I'm not qualified to help you in this area as I never attempted AI triggering before and lack any interest to learn it up at this point. Also, I've currently undertaken a freelance job with EternalWraith (as stated in my signature) So I don't think it'd be a good idea for me to commit to anything else at this moment due to a lack of free time.

    Posted in: Team Recruitment
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    posted a message on [Library] Realtime Mouse Tracking System

    @OneTwoSC: Go

    With regards to zoning, I believe there is a function which returns the point that the players camera is facing. I had the idea of using a timed event that locates this point every 0.0x seconds then use it to ensure the dummy units are always in the zone that the cursor is in. I'm currently working with a locked camera though while calibrating parameters. Will try to have an alpha version of my tracking method up soon. It might spark some inspiration and ideas to how we might be able to reliably track our mouse cursor.

    Regarding your method, Rather than recreating units whenever the player moves the screen, any idea if moving the units would work better instead? As you scroll to the right, the leftmost column shifts to the right and so on. Either that or a moving matrix of invisible units, that centers about the point of the players camera.

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Library] Realtime Mouse Tracking System
    Quote from OneTwoSC: Go

    3. Make a ring of 15-20 dummy units around your mouse cursor (or a unit directly under the mouse cursor for initialization) but make sure you calculate how many dummy units you need to make such that there is no gaps in the ring. rememeber circle geometry from high school, lol.

    I must share that I've tried this before (wasted a few days on it), The highlight event doesn't trigger fast enough if your mouse sensitivity is too high, regardless of whether there are gaps. What happens is that before the second ring can form around the highlighted unit, your cursor would already way out of range for a hit test around the new ring. Whatever the solution is, we apparently require something that at least covers up the entire screen at the location a player is looking at. This way it will still be able to catch the cursor if it moves out of range.

    The points that it will be able to track are also quite limited if the circle is too big, and it will oscillate like mad if the circle is too small (because the hit test keeps detecting as the circles move back and forth)

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Library] Realtime Mouse Tracking System

    It's not very clear to me in the videos, Are clicks required to detect the position? or is the hover position returned immediately when my mouse hovers over it?

    I'm actually working on a mouse tracking system too, but with a distinct method from this one. Unfortunately it's not working out too well right at the moment. I was reluctant to code a tracking system via this method due to concerns that it would perform poorly with lower end pc specs due to the large number of dummy units required, but thats just me.

    Either ways, good job getting this asset up and running. I'm sure it'll be a useful tool for many modders. If all else fails in my attempt, at least I know theres somewhere to fall back to.

    Posted in: Trigger Libraries & Scripts
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    posted a message on What Music do you guys all like =P
    Quote from fr0d0b0ls0n: Go

    I like many music genres, I could say that all of them except hip hop, rap, reggaeton, jazz and screaming kind of heavy/metal :P

    Lately in mainly into Jpop/Jrock:

    -Morning Musume (half for the music, half for the entertainment, I love optimistic music as I'm a pesimist myself :P) -B'z -Garnet Crow

    Goes same for me -_- emo music just gets me all melancholic. Best to listen to happy happy joy joy upbeat songs.

    Posted in: Off-Topic
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    posted a message on Points based on unit type killed

    @MonsterModular: Go

    Have no fear :P The idea above can be done in GUI as easily as it could be done in Galaxy. You just need to set up 3 triggers and have global arrays to store the information.

    1) Initialization: 
    Event: Map Initialization
    Actions: Set all the array variables
    2) Spawn Unit
    Event: Every 10 seconds?
    Action: Create Units U[*] Facing angle etc etc
    3) Unit Death
    Event: Unit Dies
    Action: Set variable PlayerPoints[*] += Custom value of Event Unit.
    

    Where * are your indexes. Good luck with the triggering! It's quite a steep learning curve, but once you get it, its a plateau. The main downfall is you would still need to check the unit type if the unit was not created through a trigger.

    Posted in: Triggers
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    posted a message on Points based on unit type killed

    Theres actually an easier(?) way to do this. There is a function for units called Unit Set Custom value/ Unit Get Custom Value.

    Im assuming here that the units you speak of are spawned and not built. Upon spawning your units, you could set this custom value, and then read it upon their death. This way you shouldn't even need if/else conditions. Store all your units and custom values into two arrays for easy access.

    Arrays
    units u[10]
    int value[10]
    
    You will need to initialize these arrays on map initialization:
    Set Variable u[0] = "Goliath"
    Set Variable u[1] = "Vulture"
    Set Variable u[2] = "Scout"
    
    Set Variable value[0] = 400
    Set Variable value[1] = 100
    Set Variable value[2] = 200
    
    //Unit Spawn a Goliath
    UnitCreate(u[0]) //Spawns goliath
    Unit Set Custom Value (value[0])  //Sets the Custom value
    
    //Unit Death Trigger
    unit u = EventUnit()
    int player = The index of the player who killed the unit
    
    //Update player points, where PlayerPoints is an array that stores every players points.
    PlayerPoints[player ] += Unit Get Custom Value (u)
    

    This is just the pseudocode, I use galaxy to script so I'm not familiar with how it would be done in GUI, but conceptually this is a much simpler way to implement what you are attempting to do.

    Posted in: Triggers
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    posted a message on What Music do you guys all like =P

    Oh god i feel old.. Am I the only one here who enjoys ballads that are accompanied by a piano or guitar? Sweet soothing instrumental melodies are my choice of music. Most of it ain't english though.. Its either Japanese or Chinese. I can't stand most of the songs of the newer generations, its just noise to my ears -_- the beats are just so inconsistent. Few bands/musicians I do like though: ATB, Train, Coldplay, Muse, Jason Mraz, Michael Buble.

    Posted in: Off-Topic
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    posted a message on Freelance Programmer Looking for Light Jobs

    Hey All,

    I have a strong passion for programming (I sorta do it as a hobby) and about 6 years of experience with various languages including JASS, But am unable to dedicate my full time to hardcore sc2 map development projects due to other work commitments. However, I would like to offer a hand in programming custom triggers that don't require too much time commitment to anyone who may need it. My preferred coding method is with the galaxy script. If anyone would like to request for custom triggers for their maps, feel free to post here. When/If I am able, I'll gladly help out of course with the condition that credit is awarded. If there are any other programmers who are up to challenges/tasks posted up in this thread, feel free to hop on board.

    If you wish to post a request, please clearly specify your requirements with a description as to avoid any disappointment. I will try my best to respond asap whether or not I am capable of helping.

    Signed,

    FuzzYD

    Posted in: Team Recruitment
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    posted a message on Scripting functions that run based on conditions
    // -- Complex types and automatic deletion --
    // 
    // Many native types represent "complex" objects (i.e. larger than 4 bytes).  The script language
    // automatically keeps track of these objects and deletes them from memory when they are no longer
    // used (that is, when nothing in the script references them any longer).  The types which benefit
    // from automatic deletion are:
    //
    //      abilcmd, bank, camerainfo, marker, order, playergroup, point,
    //      region, soundlink, string, text, timer, transmissionsource, unitfilter, unitgroup, unitref,
    //      waveinfo, wavetarget
    //
    // Other object types must be explicitly destroyed with the appropriate native function when you
    // are done using them.
    

    Thanks for verifying this. Are there any tutorials that cover the list of types that do need to be destroyed? I can only think of trigger and unit off the top of my head after looking at this list =/.

    Posted in: Galaxy Scripting
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