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    posted a message on [Trigger] WASD Movement: The "S" Key and You.

    Unit - Order Player Unit to ( Move targeting ((Position of Player Unit) offset by 2.0 towards ((Facing of Player Unit) - 17.0) degrees)) (Replace Existing Orders)

    This is a good way to turn a unit while moving without having to use a local variable.

    For the point the unit targets you use the arithmetic function then use the facing angle of unit function as one of the values.

    Set the facing angle of unit function to the same unit your ordering to move.

    For the second value in the arithmetic function you can adjust the - 17 to anything for example + 45 would move the unit in the other direct in a 45 degree angle.

    I prefer to stick with low number though as it gives the turning a less choppy look. Of course the lower the turn amount the more actions it will require to make bigger turns.

    I suppose the most obvious benefit to this is that it separates the camera and the units angle giving you more freedom with both.

    EDIT: Something I wanted to add. If you do use the method where your triggers fire with timer events then I highly suggest that the trigger isn't Initially On and only turned on when the player presses w, a, s, or d down. In the "key up" triggers you could add "if, then, else" actions with a condition to check if all the "key up" variables are false then disable the trigger again.

    This could prevent a lot of lag from the trigger running every .01 or whatever its set to. Honest if your not using the variable method to turn then you probably wont need to use such a small amount of time so .1 or even slightly more is enough.

    Posted in: Tutorials
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    posted a message on Idea for a Critical Strike as an Attribute.

    @OneSoga: Go

    You can probably just hide them for people you don't want to see them, yeah?

    @DrSuperEvil: Go

    Just took a look. Seems very doable, but I'm wondering about how flexible the text entries for text actors can be. I like how you can insert just about anything into them from variables for triggers to effects and behaviors. I'm just wondering if say for example you make the text entry a variable if it will show the value in the variable or just the variables name.

    edit: I just noticed the drop down menu next to the insert button. Wow, text actors are ridiculously amazing.

    edit: holy crap, formulas are awsome!!! I'm not exactly a expert with validators, but would it be possible to some how use a validator to mearsure a units damage done then use it in the formula field?

    edit: I'm really not sure how to actually track damage then apply it to the text actors. I get the feeling I either have no idea how to use text actors or that maybe these things aren't very flexible in game.

    Posted in: Data
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    posted a message on Idea for a Critical Strike as an Attribute.

    @DrSuperEvil: Go

    Triggers.

    Is there a way to create text tags using the data editor? If there is then that's probably something id like to look into.

    Posted in: Data
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    posted a message on My dumb unit keep Chasing?!? Wtf?

    The problem is that my unit keeps ignoring the fact that the Weapon - Chase Filters are set up to not chase anything. Perhaps I simply don't understand exactly how the Chase Filter works, but I assumed this would prevent a unit from having to run into range as well as keeping something in range.

    So I am using some triggers to order a unit to attack and my unit keeps running over to the unit its targeting.

    I solved this problem via a condition that check the distance between my unit and its target, but it's still damn annoying. One problem this band aid fix causes is that it kills any kind of dynamic range setting I may wanna add later. For example if the unit obtains a weapon with a larger range I'm stuck with the static range I set up in the condition.

    In all honesty I could think of ways to get around this all day, but I really prefer to fix the problem.

    Posted in: Triggers
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    posted a message on Idea for a Critical Strike as an Attribute.

    Edit: I finally got crits working like an attribute after a lot of tweaking and I'm actually kinda surprised at how clean the results are. Even got text tags to work adding together normal damage plus crits! It ended up being a combination of trigger and data editing.

    Posted in: Data
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    posted a message on Idea for a Critical Strike as an Attribute.

    I just found an interesting Post with a trigger that might solve the last half of this.

    Simply change

    (Random integer between 0 and 1) == 1

    to

    (Random integer between 1 and 100) <= (Stack count of Crit% on (Damaging unit))

    Critical Chance is the name of the buff I made that stacks to 100. If I wanted to use the 1000 stack method I would make the 100 a 1000

    Edit: Lol, my trigger editing is terrible. Changed condition.

    Posted in: Data
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    posted a message on Idea for a Critical Strike as an Attribute.

    Ok, so you have a behavior/buff that can stack up to 100. Each stack would represent 1% chance to critical strike and technically could even represent .1% if you use 1000 stacks.

    You also have a behavior/attribute. Every time you put a point into this attribute it would increase the buffs stacks depending on how much you want to increase the crit. That is pretty much where my brainstorming has led so far.

    I'm not sure how to go about the rest, but I have ideas I'm not even sure are valid.

    You'd make a 3rd behavior that is a buff. This buff is always on the unit, but it will disable and enable itself based on some sort of die roll based on the number of stacks of the first buff. This die roll would occure every time the unit causes damage to another unit or perhaps every time your weapon is about to fire. When active it would give you a 200% damage buff for one attack then disable itself.

    Any ideas?

    Posted in: Data
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    posted a message on Custom Movement. Need some advice.

    @Beffyman: Go

    Not sure what you mean. Wouldn't my wasd movement have this requirement too or are you suggesting that there is some sort of way to bypass requirements via triggers?

    Posted in: Triggers
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    posted a message on Custom Movement. Need some advice.

    @deathtorn: Go

    exactly

    Posted in: Triggers
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    posted a message on Custom Movement. Need some advice.

    I'm working on a wasd movement style and I want to disable all players ability to move the units with their mouse while their units are selected. I'm sure their is some sort of simple way to achieve this I just have no idea where to look.

    Is there a way to disable smart click for movement without disabling it for attacking??

    Posted in: Triggers
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    posted a message on Making wasd movement via triggers. Quick question.

    lol, I figured it out and now I feel silly because it was so simple.

    Unit - Order Spectre [116.03, 131.92] to ( Move targeting ((Position of Spectre [116.03, 131.92]) offset by 5.0 towards ((Facing of Spectre [116.03, 131.92]) + 22.5) degrees)) (Replace Existing Orders)

    Simply changed (facing of unit) at the end with (arithmetic (real)) and made the value facing of unit + or - whatever degree I want.

    Posted in: Triggers
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    posted a message on Making wasd movement via triggers. Quick question.

    I already have moving forward, backward, and turning while stationary down. It's pretty solid actually, but my issue is turning while moving forward.

    The method I use at the moment will stop the unit from moving for a short time, angles them quickly, then finally continues to move them forward however this method creates very choppy turning. Instead I want to order the unit to move in new direction based on their current direction without having to stop them to turn them. I was just wondering if anyone had any ideas about how to achieve this.

    This is the action I'm currently using to move my unit forward.

    Unit - Order Spectre [116.03, 131.92] to ( Move targeting ((Position of Spectre [116.03, 131.92]) offset by 5.0 towards (Facing of Spectre [116.03, 131.92]) degrees)) (After Existing Orders)

    I'm hoping maybe someone knows a way to adjust the (Facing of Spectre [116.03, 131.92]) degrees) to some how add and subtract from the degrees of the angle.

    Posted in: Triggers
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    posted a message on Can someone point me in the right direction? :D

    There are a few things I want to learn about and I don't really expect anyone to make a huge post to explain this stuff to me so instead if anyone knows what I'm looking for to just show me where to learn about these things.

    First thing is about terrain objects. I saw a few threads about them but I'm having trouble finding full guides explaining how to create/use them. Another thing I've been wondering is how exactly creep works. I want to create things that have the same spreading type effect. I have no idea how creep works or what it uses.

    Posted in: Data
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    posted a message on Create unit and issue order

    @fokk: Go

    Two things I can think of would cause this. First is pathing obviously, so yeah... take a look at your pathing and make sure nothing is blocking unit pathing.

    Second thing is a doodad maybe. Once I tried to scale a doodad and its boundary was a lot bigger than its model and what happen is it blocked off a small path on my map.

    Posted in: Triggers
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    posted a message on Negative sight bonus makes the behavior permanently weird?

    When your behavior is applied I don't think it adds or subtracts with the values you use in the behavior but rather sets it to the value in the behavior. So if you want sight with no range put 0. I'm new to this myself and I might be wrong, but I did make a behavior with sight modification pretty recently.

    Posted in: Data
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