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    posted a message on math, waterhight calc

    Hi!

    Im working on a wc3 warlocks style of map.

    • Problem: Making units under the lava level to take damage

    Two things could've gone wrong:

    • 1: calculating the hight of the lava level at a given time, consider that I change the lavahight useing a squareroot curve (over TotalTime seconds)

    LavaLow = 8.160. LavaHigh = 8.191. TimeLeft is timeleft till the transition from Low->high is done. My Thought:

    WaterHigth = LavaLow + sqrt(something time between 0->1)*(LavaHigh-LavaLow)

    Does that looks about right? (The graph at: http://www.wolframalpha.com/input/?i=8.16%2Bsqrt%28x%29*%288.19-8.16%29 indicates that) Reasoning behind that equation: I make the water go from low->high over TotalTime sec. So I have the min hight plussomething that should be 1 when timeleft is 0 and 0 when timeleft == totaltime and I want that sqrt factor to be something between 0 and 1 and multiply it with the differance. And it should be sqrt because the transition curve. I don't know what "x" i need

    • 2: Compare results

    "height of picked unit" > WaterHigth (as above) -> damage taken

    Does the "height of unit" return the height at the feet of that unit? If a unit is standing in 0.01 units deep lava, will it count that unit or does it return a unit center-point/origo value?

    Posted in: Triggers
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    posted a message on Modify Terrain Hight

    @xSteamGearx: Go

    Didn't think of that.I actually thought of a huge hill with projectiles going through the hill, or something like that... But right, it is workable with an "almost not hill"... ty :)

    Posted in: Triggers
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    posted a message on Modify Terrain Hight

    @yopeasants: Go

    I'd rather not make it a rounded hill. Sooner I'd make it creep based arena with some evil looking ground texture. Maybe making the players infestors or something... Or maybe make the creep the bad terrain... Ether way, not a rounded hill! :)

    Reason why I don't want a rounded hill is because the players will be spell casters with (mostly) projectile based spells. It will be ugly if it is a rounded hill all over the map. A flat mat is more good looking when you need to watch out for projectiles.

    Posted in: Triggers
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    posted a message on Modify Terrain Hight

    Hi

    Im currently working on a wc3 warlocks inspired map were an arena shrink in to the surrounding lava. What Im currently thinking of is to make the arena circular around the center point, everyone outside of range X will take damage for a shrinking X. That is no problem at all! My problem is to make some kind of graphical representation of the lava or whatever... What I want is ether

    • A way to change the hight of the terrain (as one could in wc3)
    • A way to change the texture of the ground via triggers

    Worst case scenario is to make creep where the units don't take damage and remove it outside of range X.

    Anyone knows a way to make ether of these things with triggers or custom scrips?

    Posted in: Triggers
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    posted a message on Regular bridges?

    @zerobounds: Go

    Well, it's basically to place the doodad and then nudge it to make it fit, you know that that page up & page down moves the doodad upwards and downwards?

    Posted in: Terrain
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    posted a message on Random point only in one region?
    Quote from zeldarules28: Go

    I would suggest making it pick a random point in A. Then it checks if the point is also in B, and if it is, picks it again. This could be accomplished with the 'while' loop.

    @WiiKing: Go

    I can think of two ways to make something that could do, they can be combined ofc...

    • Check like 20 or maybe 50 times and if all of them fail, return no point. Add 1 to an integer in the end of the while and do an integer compare condition...
    • Check the corners + center point + middle of each side, total of 9 points. If none of these points is only in A and not B, then one can assume that no point is. Something that should cover all the extremes so to speak... It's not perfect, it can fail, but it's pretty good i think...
    Posted in: Triggers
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    posted a message on 2v2 melee terrain feedback

    @Abion47: Go

    Thanks! I've made some adjustments, the base is now quite a bit bigger, some minor adjustments to the surrounding terrain as well to make it fit. Also some doodad placed and others removed... Attaching pic

    Posted in: Terrain
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    posted a message on great idea

    @Reaper872: Go

    I want to make it clear for you what ZealNaga said: You can "fake" the effect that you are after by making so that if you eg. move to a planet, you will teleport to a landscape from the space battle and make camera restrictions so that it appears to be a new map, on the minimap and camera restriction, but it is actually eg. the top left corner of the map and that part is ofc impossible to get to without the teleportation.

    It could be made to work, but it will not actually be different maps, only "faked"

    Posted in: Terrain
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    posted a message on 2v2 melee terrain feedback

    @Reaper872: Go

    Thanks! :)

    It is kind of easy. I more or less made a 4th of a map and the selected it and alt+, (comma) or alt+.(period) to flip horizontal and vertical.... For what I know it is perfectly symmetrical with the exception of doodads that are "only" "pretty much symmetrical"... The cliff and ground texture is ofc different, but hey, that's only textures!

    I still haven't tried this vs humans tbh... will see if ppl are online to try it now :)

    Posted in: Terrain
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    posted a message on dialouge item variable problems

    @s3rius: Go

    Ohh, now that you say it, it is really logic... I was thinking If (button pressed == chooseSniper), then the event is a button is pressed, the condition is the if statement... ty

    how do you make that trigger format? New to the triggering forum :)

    Posted in: Triggers
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    posted a message on dialouge item variable problems

    My goal was to use dialogs to select class for two teams of 4 players each. My problem is that when I try:

    Dialog - Create a button for dialog (Last created dialog) with the dimensions (Survivor Button Size, 50) anchored to Top with an offset of (0, 90) setting the tooltip to "The Sniper  is a fragile and does h..." with button text "Select Sniper" and the hover image set to Assets\Textures\btn-unit-terran-ghost.dds
    Variable - Set Choose Sniper = (Last created dialog item)
    

    Then I can't find the variable when I try to use it in the event:

            Dialog - (Used dialog item) is used by Player Any Player with event type Clicked
    

    instead of (Used dialog item) that is, I want to find "choose Sniper" under the "Variables" tab... I basically want to use a variable to store the button so I can make a trigger for when that specific button is pressed, is there any other way to do this? Is there another way to find a dialog item variable? The variable is decleared: Choose Sniper = No Dialog Item <Dialog Item>

    Posted in: Triggers
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    posted a message on European Map Outline

    @TDici: Go

    The only thing I can come up with is Ă…land, Finland : http://maps.google.com/maps?f=q&source=s_q&hl=sv&geocode=&q=%C3%85land,+Finland&sll=60.130564,21.796875&sspn=7.803513,19.753418&ie=UTF8&hq=&hnear=%C3%85land&t=h&z=10

    Some small islands between Sweden and Finland that is...

    And maybe the alps, some high ground going around or something... Otherwise it looks good! :)

    Posted in: Map Feedback
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    posted a message on Walking under Bridges

    @playlessNamer: Go

    There are some buggy solutions I can come up with. the best is probably make the bridge without impassable side rails and via triggers check if the unit entered the bridge from under or on the bridge. If the unit entered from "under the bridge" just modify hight on the unit passing under the bridge and force it via triggers not to go to the high grounds (will mess with unit AI) and change it back when leaving the bridge. Also with the unit walking on the bridge, force them not to go down to the low grounds via triggers (will also mess with unit AI). Haven't tried it though, but it should work.

    This is what a swede would call a "Ful hack", meaning something along "making it work just barely by making it easy for oneself probably resulting in some unknown bugs".

    Edit: You should take this to Trigger Development section

    Posted in: Terrain
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    posted a message on melee map feedbackz

    Hi! I just resent found this feedback forum, had earlier posted in terrain forum... Anyways, I've made two melee maps, a 1v1 and a 2v2.

    The 2v2 is an attempt to make a macro friendly 2v2 that also have a short rush distance allowing early aggression as well. I think I succeeded with that, please give feedback!

    The 1v1 is just my first published map ever, so didn't have too much thought behind it other then it should be balanced. I think it's terran or protoss favourd cuz it has a lot of narrow passages making tanks and sentries very good. But hey! It's my first map! Please give feedback!

    To find the projects, visit http://www.sc2mapster.com/profiles/skyass/ where you can find more pics and the downloadable maps. Both are on the EU server atm.

    Posted in: Map Feedback
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    posted a message on 2v2 melee terrain feedback

    Hello! This is my 2nd map made in this editor, trying to make an interesting 2v2 melee map that is macro friendly. I also like to make nice looking terrain, trying to combine these, a nice looking balanced macro 2v2.

    Each player has 2 easy grabbed exps and "4th" (3rd exp) that is relive easy defended that has a huge ramp behind some rocks and another small ramp with rocks on it. There are two gold exps, one on each long side with huge "choke" leading to the center of the map and the two ramp leading to the 4th of both the western and eastern team.

    Please look to the pictures http://www.sc2mapster.com/maps/shakuras-dark-temple/images/ for more pics. I'd really like some feedback on this map, as this is my 2nd ever published map with my first being released a few weeks ago, found on http://www.sc2mapster.com/profiles/skyass/

    Posted in: Terrain
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