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    posted a message on Open Games List

    Function Refs, Struct Refs, Unit Vital Bar access ... T_T of joy

    Posted in: General Chat
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    posted a message on [Blizzcon 2011] Blizzard DOTA Info

    Somehow I don't think it was last-hitting that made DotA (type games) popular to watch as e-sports. Its nice for decent players to watch and say, "wow, he has 30 denies already", but I don't think people sit at the edge of their seat waiting to see who last hits that dying creep in a lane when the camera focuses that lane for a whole ten seconds. I always find myself waiting for something to happen between the heroes. Watching teams fight over who kills a buff creep or trying to level a lane w/ the Zealot statue sounds a lot more interesting than saying, "that nevermore farmed his dagger way fast because he last hitted 20% more often than their carry." Of course, until we actually get our hands on it and see how things in BDotA play, we won't really know how its skill cap and lasting appeal compare to Hon/Dota(2)/LoL.

    Posted in: General Chat
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    posted a message on Include Path for Mod Triggers

    I've created a mod and a mod of that mod which each have a library with event triggers in them... only to find out that the event triggers don't run in maps that include the child mod.

    I read somewhere that adding the trigger libraries to the "Trigger Libraries +" field of Default SC2 Gameplay Settings will cause the events to work in my map, but have no idea what name(s) to place in the Identifier and Include Path fields. I tried using the 'libE03F8CA2' (and other) identifier that the generated script seemed to prefix all library function names with, and used no path and TriggerLibs/ ... neither worked.

    Could anybody explain how to determine the proper values for these fields to get my mod library-chain working in the map? Thanks.

    Posted in: Triggers
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    posted a message on Diablo 3: which character class do you like?

    Barbarian.

    Can't wait to reel my foes in, Mortal Combat style, or trample them with leap.

    Posted in: Off-Topic
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    posted a message on [Data] Missile actor coord/angle != unit

    Weapon is an Ability with effect Launch Missile (target point) which has an attack actor and a missile actor for the projectile unit. Triggering just detects the creation of the missile for the sake of dealing damage and removing the missile when it comes in contact with an enemy; triggers have nothing to do with the movement or spawning of the missile. The mover uses 1 phase of Guidance with the settings copied from the marauder punisher grenade missile. The unit moves exactly the way expected... the actor does not.

    Posted in: Data
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    posted a message on [Data] Missile actor coord/angle != unit

    So I have this missile unit that is launched via. a launch effect, and my missile actor spawns itself and goes kind of in the Yaw angle of the unit, but it tends to fire upward at like a 45 degree angle into the air, then disappears while the unit is still flying straight ahead! (I can tell the unit is still going because a trigger detects the unit's position and angle and determines what enemies in its path the unit missile will collide with).

    Here's a video of it in action:

    Is there something I need to do to make the actor actually keep itself positioned on the unit and facing the same angle?

    Posted in: Data
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    posted a message on [Trigger] How to Get the Unit that was approached ...

    I used: TriggerAddEventUnitRange(lp_trigger, null, lp_unit, lp_range, true); to add a projectile to a trigger I want to respond to collisions for that projectile.

    The problem is, when the event fires I can only get the unit that came within range of the projectile (using Triggering Unit).

    How the heck do I determine which projectile the triggering unit came within range of that fired off the event?

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

    Yeah, when you move into a new huge cube area the highlight event fires 5 times at once. Here's hoping for low network latency on Blizzard's implementation.

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

    Would it be possible to have 3 huge cubes follow the camera... when you highlight the one, it is moved away and 3 smaller ones exactly 1/3 its size move into its space? If one of those is highlighted, 3 smaller cube move into that one's space... 3 or 4 iterations would be very precise, but would it actually be easier on performance than just using tons of tiny cubes?

    EDIT: Make that 4 cubes. Divide each cube in half on each (XY) axis. If you went for 5 levels of division, you could get precision equal to a 32x32 grid of (1024) cubes per player, but with 20 cubes per player instead.

    Posted in: Trigger Libraries & Scripts
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