• 0

    posted a message on [Solved] Missing cursor

    U use some Mouse Camera interaction?

    Camera - Lock camera mouse relative mode On for player player ?

    Posted in: Triggers
  • 0

    posted a message on Terrain height

    http://wiki.sc2mapster.com/galaxy/triggers/height-at-point/

    Ground height at (Position of (Picked unit)))

    works for me, I don't know why it don't work in your case.

    Posted in: Triggers
  • 0

    posted a message on Input, a script to capture key and mouse input

    Any improvement compare to my 2 month old script? Which activate and deactivate itself for certain interval for every action and every active player?

    include "TriggerLibs/NativeLib"
    trigger gt_WASD_test;
    bool WASD_w_down(bool testConds, bool runActions) {
        gv_trigger_stats[EventPlayer()][0]=1;
        if (gv_c_debug == true){
            UIDisplayMessage(PlayerGroupSingle(EventPlayer()), c_messageAreaChat, StringToText("w down"));
        }
        TriggerEnable(TriggerGetCurrent(), false);
        Wait(0.1, c_timeGame);
        TriggerEnable(TriggerGetCurrent(), true);
        return true;
    }
    bool WASD_a_down(bool testConds, bool runActions) {
        gv_trigger_stats[EventPlayer()][1]=1;
        TriggerEnable(TriggerGetCurrent(), false);
        if (gv_c_debug){
            UIDisplayMessage(PlayerGroupSingle(EventPlayer()), c_messageAreaChat, StringToText("a down"));
        }
        TriggerEnable(TriggerGetCurrent(), true);
        return true;
    }
    bool WASD_s_down(bool testConds, bool runActions) {
        gv_trigger_stats[EventPlayer()][2]=1;
        if (gv_c_debug){
            UIDisplayMessage(PlayerGroupSingle(EventPlayer()), c_messageAreaChat, StringToText("s down"));
        }
        TriggerEnable(TriggerGetCurrent(), false);
        Wait(0.1, c_timeGame);
        TriggerEnable(TriggerGetCurrent(), true);
        return true;
    }
    bool WASD_d_down(bool testConds, bool runActions) {
        gv_trigger_stats[EventPlayer()][3]=1;
        if (gv_c_debug){
            UIDisplayMessage(PlayerGroupSingle(EventPlayer()), c_messageAreaChat, StringToText("d down"));
        }
        TriggerEnable(TriggerGetCurrent(), false);
        Wait(0.1, c_timeGame);
        TriggerEnable(TriggerGetCurrent(), true);
        return true;
    }
    bool WASD_jump_down(bool testConds, bool runActions) {
        gv_trigger_stats[EventPlayer()][4]=1;
        TriggerEnable(TriggerGetCurrent(), false);
        gf_WASD_jump(EventPlayer());
        Wait(gv_c_jump_period, c_timeGame);
        TriggerEnable(TriggerGetCurrent(), true);
        gv_trigger_stats[EventPlayer()][4]=0;
        return true;
    }
    bool WASD_shoot_down(bool testConds, bool runActions) {
        gv_trigger_stats[EventPlayer()][5]=1;
        TriggerEnable(TriggerGetCurrent(), false);
        
        while ((gv_trigger_stats[EventPlayer()][5] == 1)) {
            gf_WASD_shoot(EventPlayer());
            Wait(0.8, c_timeGame);
        }
        TriggerEnable(TriggerGetCurrent(), true);
        return true;
    }
    bool WASD_shoot2_down(bool testConds, bool runActions) {
        gv_trigger_stats[EventPlayer()][6]=1;
        TriggerEnable(TriggerGetCurrent(), false);
        gf_WASD_shoot2(EventPlayer());
        Wait(15, c_timeGame);
        TriggerEnable(TriggerGetCurrent(), true);
        return true;
    }
    bool WASD_w_up(bool testConds, bool runActions) {
        gv_trigger_stats[EventPlayer()][0]=0;
        if (gv_c_debug){
            UIDisplayMessage(PlayerGroupSingle(EventPlayer()), c_messageAreaChat, StringToText("w up"));
        }
        TriggerEnable(TriggerGetCurrent(), false);
        Wait(0.1, c_timeGame);
        TriggerEnable(TriggerGetCurrent(), true);
        return true;
    }
    bool WASD_a_up(bool testConds, bool runActions) {
        gv_trigger_stats[EventPlayer()][1]=0;
        if (gv_c_debug){
        UIDisplayMessage(PlayerGroupSingle(EventPlayer()), c_messageAreaChat, StringToText("a up"));
        }
        TriggerEnable(TriggerGetCurrent(), false);
        Wait(0.1, c_timeGame);
        TriggerEnable(TriggerGetCurrent(), true);
        return true;
    }
    bool WASD_s_up(bool testConds, bool runActions) {
        gv_trigger_stats[EventPlayer()][2]=0;
        if (gv_c_debug){
            UIDisplayMessage(PlayerGroupSingle(EventPlayer()), c_messageAreaChat, StringToText("s up"));
        }
        TriggerEnable(TriggerGetCurrent(), false);
        Wait(0.1, c_timeGame);
        TriggerEnable(TriggerGetCurrent(), true);
        return true;
    }
    bool WASD_d_up(bool testConds, bool runActions) {
        gv_trigger_stats[EventPlayer()][3]=0;
        if (gv_c_debug){
            UIDisplayMessage(PlayerGroupSingle(EventPlayer()), c_messageAreaChat, StringToText("d up"));
        }
        TriggerEnable(TriggerGetCurrent(), false);
        Wait(0.1, c_timeGame);
        TriggerEnable(TriggerGetCurrent(), true);
        return true;
    }
    bool WASD_jump_up(bool testConds, bool runActions) {
        gv_trigger_stats[EventPlayer()][4]=0;
        TriggerEnable(TriggerGetCurrent(), false);
        gf_WASD_jump(EventPlayer());
        Wait(2.0, c_timeGame);
        TriggerEnable(TriggerGetCurrent(), true);
        return true;
    }
    bool WASD_shoot_up(bool testConds, bool runActions) {
        gv_trigger_stats[EventPlayer()][5]=0;
        TriggerEnable(TriggerGetCurrent(), false);
        Wait(0.1,c_timeGame);
        TriggerEnable(TriggerGetCurrent(), true);
        return true;
    }
    bool WASD_shoot2_up(bool testConds, bool runActions) {
        gv_trigger_stats[EventPlayer()][6]=0;
        TriggerEnable(TriggerGetCurrent(), false);
        
        return true;
    }
    bool WASD_test_Func (bool testConds, bool runActions) {
        // Variable Declarations
        int lv_player;
        // Variable Initialization
        lv_player = 0;
        return true;
    }
    void WASD_InitTriggers () {
        playergroup lv_pg_active = PlayerGroupActive();
        int lv_p = 1;
        int lv_player ;
        while ( lv_p <= PlayerGroupCount(lv_pg_active)){
            lv_player = PlayerGroupPlayer(lv_pg_active, lv_p);
            gv_trigger_array [lv_player][0]= TriggerCreate("WASD_w_down");
            TriggerAddEventKeyPressed(gv_trigger_array [lv_player][0], lv_player, c_keyW, true, c_keyModifierStateIgnore, c_keyModifierStateIgnore, c_keyModifierStateIgnore);
            gv_trigger_array [lv_player][1]= TriggerCreate("WASD_w_up");
            TriggerAddEventKeyPressed(gv_trigger_array [lv_player][1], lv_player, c_keyW, false, c_keyModifierStateIgnore, c_keyModifierStateIgnore, c_keyModifierStateIgnore);
            //TriggerEnable(gv_trigger_array [lv_player][1], false);
            gv_trigger_array [lv_player][2]= TriggerCreate("WASD_a_down");
            TriggerAddEventKeyPressed(gv_trigger_array [lv_player][2], lv_player, c_keyA, true, c_keyModifierStateIgnore, c_keyModifierStateIgnore, c_keyModifierStateIgnore);
            gv_trigger_array [lv_player][3]= TriggerCreate("WASD_a_up");
            TriggerAddEventKeyPressed(gv_trigger_array [lv_player][3], lv_player, c_keyA, false, c_keyModifierStateIgnore, c_keyModifierStateIgnore, c_keyModifierStateIgnore);
            //TriggerEnable(gv_trigger_array [lv_player][3], false);
            gv_trigger_array [lv_player][4]= TriggerCreate("WASD_s_down");
            TriggerAddEventKeyPressed(gv_trigger_array [lv_player][4], lv_player, c_keyS, true, c_keyModifierStateIgnore, c_keyModifierStateIgnore, c_keyModifierStateIgnore);
            gv_trigger_array [lv_player][5]= TriggerCreate("WASD_s_up");
            TriggerAddEventKeyPressed(gv_trigger_array [lv_player][5], lv_player, c_keyS, false, c_keyModifierStateIgnore, c_keyModifierStateIgnore, c_keyModifierStateIgnore);
            //TriggerEnable(gv_trigger_array [lv_player][5], false);
            gv_trigger_array [lv_player][6]= TriggerCreate("WASD_d_down");
            TriggerAddEventKeyPressed(gv_trigger_array [lv_player][6], lv_player, c_keyD, true, c_keyModifierStateIgnore, c_keyModifierStateIgnore, c_keyModifierStateIgnore);
            gv_trigger_array [lv_player][7]= TriggerCreate("WASD_d_up");
            TriggerAddEventKeyPressed(gv_trigger_array [lv_player][7], lv_player, c_keyD, false, c_keyModifierStateIgnore, c_keyModifierStateIgnore, c_keyModifierStateIgnore);
            //TriggerEnable(gv_trigger_array [lv_player][7], false);
            gv_trigger_array [lv_player][8]= TriggerCreate("WASD_jump_down");
            TriggerAddEventKeyPressed(gv_trigger_array [lv_player][8], lv_player, c_keySpace, true, c_keyModifierStateIgnore, c_keyModifierStateIgnore, c_keyModifierStateIgnore);
            //gv_trigger_array [lv_player][9]= TriggerCreate("WASD_jump_up");
            //TriggerAddEventKeyPressed(gv_trigger_array [lv_player][9], lv_player, c_keySpace, false, c_keyModifierStateIgnore, c_keyModifierStateIgnore, c_keyModifierStateIgnore);
            //TriggerEnable(gv_trigger_array [lv_player][9], false);
            gv_trigger_array [lv_player][10]= TriggerCreate("WASD_shoot_down");
            TriggerAddEventMouseClicked(gv_trigger_array [lv_player][10], lv_player, c_mouseButtonLeft, true);
            gv_trigger_array [lv_player][11]= TriggerCreate("WASD_shoot_up");
            TriggerAddEventMouseClicked(gv_trigger_array [lv_player][11], lv_player, c_mouseButtonLeft, false);
            //TriggerEnable(gv_trigger_array [lv_player][11], false);
            gv_trigger_array [lv_player][12]= TriggerCreate("WASD_shoot2_down");
            TriggerAddEventMouseClicked(gv_trigger_array [lv_player][12], lv_player, c_mouseButtonRight, true);
            gv_trigger_array [lv_player][13]= TriggerCreate("WASD_shoot2_up");
            TriggerAddEventMouseClicked(gv_trigger_array [lv_player][13], lv_player, c_mouseButtonRight, false);
            TriggerEnable(gv_trigger_array [lv_player][13], false);
            lv_p+=1;
        }
    }
    
    Posted in: Galaxy Scripting
  • 0

    posted a message on Weekly Terraining Exercise #23: Let's make a map, Mapster!

    Working on it. Edit: Very minimalistic changes, using light. Filled the centre with water.

    Posted in: Terrain
  • 0

    posted a message on Wiki questions.

    Heiral is working on a tree map. but not like visio.

    I don't know the format of visio or any other uml graph tools. There are a lot of them.

    If there is a simple format, we can generate it.

    the best way would be some crazy flash tools :D like musicovery.com html5 is not ready

    Posted in: Wiki Discussion
  • 0

    posted a message on How do I create an actor on unit, but make actor not rotate

    Cool nice to know.

    Posted in: Data
  • 0

    posted a message on python code

    Well another thing, python is C or C + +. All basic module are C / C + +.

    The system allow u write C /C+ + module on your own.

    If u want to be master in python, u need to learn C or CPP too.

    python has his advantage in coding speed and debugging. U can see your concept very fast. but performance tuning is needed sometimes. (python module -> C module)

    Posted in: Off-Topic
  • 0

    posted a message on Train spawn in air, simulate dropship?
    • u can watch the mule abililtiy from CC.
    • Or the campain mercenary building, because all unit there has similar effect
    Posted in: Data
  • 0

    posted a message on How do I create an actor on unit, but make actor not rotate

    turnable is the right flag.

    Maybe time to edit our wiki, so other people can search for it.

    Posted in: Data
  • 0

    posted a message on I give up. Bunker actor is IMPOSSIBLE

    Maybe u just don't understand the concept of Actor Event. Which is partly on our wiki.

    Posted in: Data
  • 0

    posted a message on python code

    http://wiki.python.org/moin/PythonGames

    U need to learn the engine too. ogre is pretty amazing, but python-ogre is only a wrapper fore C ogre.

    If u want to skip python 2 and go to python 3 u should learn pysoy.

    panda3d looks also very nice.

    Posted in: Off-Topic
  • 0

    posted a message on Looking for advice (probe and spine crawler settings related)

    After compare viking in both form, u will know how fly works.

    U need to change the mover to fly.

    Posted in: Data
  • 0

    posted a message on Weekly Data Exercise #12 - Recreate a WoW Spell

    Hi:

    if everyone here edit 1 kind of effects in the wiki, we are done after 1 day. We really need more man power for the wiki http://wiki.sc2mapster.com/galaxy/data/effects/

    Posted in: Data
  • 0

    posted a message on Farclip and Fog of War

    u need both.

    • Farclip is significant for performance.
    • fog of war make the transit looks naturely.
    Posted in: Data
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