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    posted a message on Formula for vector of...

    Guess I'm still not explaining myself well enough.

    My main unit is in the center of the map. When I tell it to move I used a trigger to stop it and move all the other units on the map instead in reserve to what my unit would have moved. That part isn't too hard. But the other units on the map also have their own movements, so I need to somehow add together the reverse of my unit and the movement of the other units. Individuality for each unit on the map.

    I was thinking this might work, but I have to go put now and don't have time to test it:

    • reverse hero movement (unit point[x, y, z], distance[unit speed], angle[camera yaw]) = new point
    • other units movement (unit point[x, y, z], distance[unit speed], angle[whatever]) = new point
    • Take both "new points", add together, and divide = point between
    Posted in: Triggers
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    posted a message on Formula for vector of...

    I have no idea what to call it.

    I have a main unit and instead of moving it I am going to move all the other units on the map. I have to take into account where my main unit would move to, reverse it, and take into account where the other units would move to, and somehow add these two movements together. Please take into account xyz.

    This is my current idea: reverse hero movement (unit point[x, y, z], distance[unit speed], angle[camera yaw]) = new point other units movement (unit point[x, y, z], distance[unit speed], angle[whatever]) = new point Take both "new points", add together, and divide = point between

    Any ideas?

    Edit: I think i forgot some details, sorry.

    Posted in: Triggers
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    posted a message on [Challenge] Make a map larger than 256*256

    No idea how to make a map bigger but you could somewhat save multiple maps into one.

    Make a program to read a map file and extract some information.

    Convert everything to triggers - CreateModelAtPoint(doodad, xyz), CreateUnit(), Skybox(), Splats(), etc.

    Then load and unload whatever "Sets" you want.

    ?Maybe even some terrain modification of terrain height can be done using abilities, idk.?

    Multiple maps stored into one map. You start with a blank map then load whatever set of doodads you want. Then remove them and load another set.

    Posted in: Project Workplace
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    posted a message on [trigger/local] can you run functions/actions locally?

    Thank you all

    Posted in: Triggers
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    posted a message on I R Nub: Timer <help>

    I've updated the attachment with another trigger to help you find the correct position for the timer window. Simply click the mouse anywhere on the screen and you'll get a message with that x/y position.

    As for the 0,0 position not working. 0,0 is the top-left of the screen and the timer window is moved by the bottom-right of the window. Therefore, the window is there but you've moved it off the screen.

    I need to go to sleep very soon. So if I don't reply I'll look again tomorrow.

    Posted in: Triggers
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    posted a message on Action Scene with triggers?

    So the only question is making the camera face the right direction from your unit to the boss? Something like this should work.

    Posted in: Triggers
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    posted a message on I R Nub: Timer <help>

    I'm don't get what your saying. Could you post the code so I can see what your trying to do? Or better yet attach the map (?and deleted anything you don't want anyone to see?). I have no idea why'd you have 60 events running on a timer.

    Posted in: Triggers
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    posted a message on I R Nub: Timer <help>

    I don't have the editor in front of me and I'm on a iPhone but I'll try. 1) Open the trigger editor 2) create a globals variable, called "Timer", and set the type to timer. 3) create a trigger: for the event make it "map initialization", and for the action make it "StartTimer". For the actions setting, set the timer to the global variable "Timer", repeat to "true/on/yes" whatever it's called, and for the time amount set it to "5". 4) make another trigger: for the event look for one under timers for when the timer ends. For the action, create a debug message (while in actions use the search bar for debug) for player one with thr message "timer has gone off". All this will do is when the map starts the first trigger will tell thr global timer to start running, end every five seconds, and thrn repeat. Thr second trigger will catch everytime the timer ends and print out the message.

    If this doesn't help I'll have to try again later at home and with pictures.

    Posted in: Triggers
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    posted a message on [trigger/local] can you run functions/actions locally?

    Similar to Warcraft 3's "GetLocalPlayer() then actions", can you run some actions locally. Mainly I want to alter a units rotation without having to communate with the other players in the game. The units rotation won't interact with the game mechcanics just a effect for that one/local player.

    Posted in: Triggers
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