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    posted a message on How to (truly) lock camera on a unit?

    @Sherlia: Go

    Good to hear. I assume I understood your problem correctly? And sorry about the map. I forgot their was a mod being used. I was using another map and deleted everything but never thought about the mod.

    Posted in: Miscellaneous Development
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    posted a message on How to (truly) lock camera on a unit?

    What your probably noticing is the smoothing of the camera. For instance, I assume you already have the camera following the unit and whenever the unit moves the camera takes a half a second to start or stop following the unit. You need to edit some camera data to get rid of the smoothing values. There are just some camera settings/data which triggers cannot access or change.

    In the data editor:

    1) Open a new tab for cameras (its under 'Edit Advanced Data')

    2) Select whichever camera your using and on the left window look for the field 'UI: Target Smooth'. *If not sure which camera you are using you can add a trigger at the start of your camera trigger which selects which camera data to use.

    3) Expand it (double click the mouse or right click the mouse over it and select 'Expand All Fields').

    4) Under the sub-fields for 'UI: Smooth Time Maximum' and 'UI: Smooth Time Minimum' change their values to zero.

    5) Save game and test by moving your unit around.

    I've uploaded an example map.

    Posted in: Miscellaneous Development
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    posted a message on Midi Sound Imports?

    No idea. I think i remember that in Warcraft 3 you needed to somehow put the midi into mp3's. But don't take my word for it.

    Posted in: Data
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    posted a message on Off Topic - Puzzle - "Let's have some fun"

    In the real world some mazes can be solved by putting your hand on the wall and following it without breaking contact.

    Or, uh, just walk around the maze to the other size...

    Posted in: Off-Topic
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    posted a message on Help with spawning waves please

    Here's a wave system I made for someone else a while ago. Perhaps it will help you.

    Posted in: Triggers
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    posted a message on Camera Issues Plz Help.

    I believe you can cut off the cameras viewing distance with Far Clipping.

    In triggers: Search for the action "Set Camera Property". Change The Property to "Far Clip" and test some numbers.

    Notes 1: Because the camera is cutting off you'll get like a black wall of nothing which looks bad. I suggest you make another trigger for some fog which will make it look better.

    Note 2: You can also set up far-clipping in the data editor.

    Posted in: Miscellaneous Development
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    posted a message on Action Definitions + Sub-Function - Custom "Pick Each" loop?

    Edit: Reviewing above post. forget this for now.

    Edit2: Looks like your using galaxy or something. I don't understand some of that stuff. Sorry can't help. Shouldn't you post this within the galaxy forum or something?

    Posted in: Triggers
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    posted a message on GAx3 Patch 1(Build 1.1.0.2433) Patch Note & Tip

    Got any tips for moving over 200 actors to different x/y/z points without lagging? The game can handle moving 200 units fine but can't seem to handle 200 actor-move actions.

    Posted in: General Chat
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    posted a message on GAx3 Patch 1(Build 1.1.0.2433) Patch Note & Tip
    Quote from Renee2islga: Go

    I received some feedbacks. Some people says the GAx3 mod is great, but after they used this mod, every time they open their map, they need to logon the BN to access the mod, it’s annoying, is there any way to bypass this progress?

    I'm one of those peeps :(

    I love this mod because it gave me control over actors (without units) and phasing (each player sees a different map). My whole map is based on this mod.

    Posted in: General Chat
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    posted a message on [Trigger][GUI] Keeping your code clean and organised. (Beginner Difficulty)
    Quote from Siretu: Go

    @DarlD: Go

    For the record, nothing I wrote was meant as an attack or negative criticism. I think you did a good job with the tutorial and I understand it'll be more thorough when the next part is written. I just wanted to give another way to organize things, as well as share the tip with the top folder to make all the other folders start as closed.

    You're doing good work, keep it up.

    I second that. When I saw this post I remembered the problems I had at the start. Over time I saw pictures of how different people organized their triggers and I built upon that.

    In my excitement I posted my personal experience without regard for how that may reflect upon others. In the future I will try to remind myself how whatever I say may be affect or be interpreted.

    I am looking forward to seeing the second part.

    Posted in: Tutorials
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    posted a message on [Trigger][GUI] Keeping your code clean and organised. (Beginner Difficulty)

    @DarlD: Go

    My bad. :( sorry.

    I just really wanted to share my knowledge too. :(

    Deleted above post.

    Posted in: Tutorials
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    posted a message on [Trigger][GUI] Keeping your code clean and organised. (Beginner Difficulty)

    Deleted for inappropriateness on my part.

    Posted in: Tutorials
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    posted a message on Creating an actor that stays on unit

    Yes, yes he is.

    Posted in: Triggers
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    posted a message on Trigger runs, FPS goes down 50%
    Quote from Batomys: Go

    Have you tried changing the

    Unit - Any Unit Enters within 2.0 of Gather Point 1 Local Variables

    to a "enters region" trigger action instead? I haven't used 'range of point' very much, but that may be just too many calculations, especially if there are a lot of units, it may be checking distance every game loop, say Unit X is 1.9 range from point, now 1.85, now 1.80, etc instead of only checking when the unit enters a particular region.

    I agree. You'd need to see what kind of trigger the editor uses for the event unit in range. I assume the game creates a square region and each time a unit hits the region a distance check is done.

    Posted in: Triggers
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    posted a message on Trigger runs, FPS goes down 50%

    I don't really see anything wrong with the trigger. Your options are:

    Upload the map for a more in-depth look.

    Using triggers, open the debug window at map initialization.

    Using triggers, create debug messages all over the place displaying where it's at in the code (see code below). If you can add some information to it. Use combine strings and use a conversion triggers to get whatever values. Like the amount of time left in the timer and seeing if the value matches what should of happened.

    Main Trigger
    Events
    Local Variables
    Conditions
    Actions
    Debug - Display "MT Start" as debug output using Type 1, and Do display it in the game window
    Timer - Start (New timer) as a One Shot timer that will expire in 210.0 Real Time seconds
    Debug - Display (Combine ("MT 1 - time remaining: ", (Text((Remaining time of (Last started timer))) with Any Precision decimal places))) as debug output using Type 1, and Do display it in the game window
    Timer - Create a timer window for (Last started timer), with the title "Swarm Approaching:", using Remaining time (initially Visible)
    Debug - Display "MT 2" as debug output using Type 1, and Do display it in the game window
    General - Wait for (Last started timer) to have 1.0 seconds Remaining
    Debug - Display "MT 3" as debug output using Type 1, and Do display it in the game window
    Timer - Destroy (Last created timer window)
    Debug - Display "MT 4" as debug output using Type 1, and Do display it in the game window
    Text Tag - Create a text tag with the text "WARNING - INCOMING ENEMY SURGE!" for (Players on team 1), using a font size of 64, at (Center of Warning) and height offset 1.0, initially Visible, and fog of war enforcement set to False
    Debug - Display "MT 5" as debug output using Type 1, and Do display it in the game window
    Trigger - Turn Round about - Player 7 - Point 1 to Point 2 Off
    Trigger - Turn Round about - Player 7 - Point 2 to Point 3 Off
    Trigger - Turn Round about - Player 7 - Point 3 to Point 4 Off
    Trigger - Turn Round about - Player 7 - Point 4 to Point 1 Off
    Debug - Display "MT 6" as debug output using Type 1, and Do display it in the game window
    Trigger - Turn Kamakazi Point 1 to Center- Player 7 On
    Trigger - Turn Kamakazi Point 2 to Center - Player 7 On
    Trigger - Turn Kamakazi Point 3 to Center - Player 7 On
    Trigger - Turn Kamakazi Point 4 to Center - Player 7 On
    Debug - Display "MT 7" as debug output using Type 1, and Do display it in the game window
    General - Wait 30.0 Game Time seconds
    Debug - Display "MT 8" as debug output using Type 1, and Do display it in the game window
    Trigger - Turn Kamakazi Point 1 to Center- Player 7 Off
    Trigger - Turn Kamakazi Point 2 to Center - Player 7 Off
    Trigger - Turn Kamakazi Point 3 to Center - Player 7 Off
    Trigger - Turn Kamakazi Point 4 to Center - Player 7 Off
    Debug - Display "MT 9" as debug output using Type 1, and Do display it in the game window
    Trigger - Turn Round about - Player 7 - Point 1 to Point 2 On
    Trigger - Turn Round about - Player 7 - Point 2 to Point 3 On
    Trigger - Turn Round about - Player 7 - Point 3 to Point 4 On
    Trigger - Turn Round about - Player 7 - Point 4 to Point 1 On
    Debug - Display "MT 10" as debug output using Type 1, and Do display it in the game window
    Text Tag - Destroy (Last created text tag)
    Debug - Display "MT finished" as debug output using Type 1, and Do display it in the game window
    
    Posted in: Triggers
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