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    posted a message on [Model Showcase] Warcraft Units

    Looks amazing, as always :)

    Posted in: Artist Tavern
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    posted a message on (Solved) Set unit back in time

    You have to assign the loop to a unit, because the actions have to know what unit they are running for/for what Unit they set the HP/Position etc. Variables. That's what the Unit Parameter (ParamUnit) is for and you can do that at either MapInit or if the Unit is not preplaced when the unit is created / chosen by a player / whatever. As soon as you use the action definition that we created ("State Save" or whatever I called it) with the Unit that has the ability as the Parameter your ability starts to work.

    Your way of increasing the length and choosing smaller wait time intervals is correct, you just have to increase the size of the arrays for the variables in the record ("State") accordingly (right now it's set to 6, you probably want something like 20).

    edit:
    Also make sure the conditions (i==6) or (i==5) in the if statements are adjusted accordingly so they fit with the Size of the Array or (Size of Array-1).

    Posted in: Triggers
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    posted a message on (Solved) Set unit back in time
    Quote from Scythe1250: Go

    I understood the theoretical part, what I need is the practical one. Aka how I build the trigger.

    To make my problem more clear. I don't know how to make the trigger out of the theoretical part. Do I make a variable, call it for example "HP" and then make an action "Set Variable". Then there is "Variable" and "Value" that I have to set. Variable is clear - it's the one I want to set, which would be "HP" in this case. But what do I have to put into "Value" so it takes the Unit HP?

    Also as a side note: This ability will only used by one unit and that unit is unique in the game, so we don't need to make it super clean.

    Just read your second post: It would be good to have that parameter. Imagine there are about 11 heros and only ever one gets picked (total), so the chance this trigger is needed is rather low. Also the ability is somewhat hard to reach.

    Look into the map, the loops only get used if you the hero is in the map because you have to reference the hero to even make it work, otherwise there would be no Position, HP or something like this to save.

    Just try to understand what I did in the map that I uploaded and ask your questions related to that if possible.

    Posted in: Triggers
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    posted a message on (Solved) Set unit back in time

    I took the time and made a raw version of the ability that you can check out for reference. Note that it has a couple of problems, for example if you have multiple units with this ability on the field you have to use an array of States/Loop variables, I would also use a smaller wait time and therefore larger arrays (for the variables in the record) to make it appear smoother/in less varying intervals.

    Edit:
    Also note that I wouldnt use a "Repeat Forever" if I actually wanted to implement this in a map but a "While (ParamUnit is Alive == true)" or some similar condition that doesn't make the loop repeat forever even if the unit with the ability already died.

    Posted in: Triggers
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    posted a message on (Solved) Set unit back in time
    Quote from Scythe1250: Go

    I got the last part, but you need to explain how I let the trigger know the right variables again, because I really didn't understand anything there.

    What he basically wants you to do is to create an action that saves all the variables that you want to reset with your ability every 3 seconds. As in the HP, Energy, Position, Facing, Ability Cooldowns and stuff like that. You can use separate variables for each of these attributes of the unit if you want, but it gets really messy very fast if you do that (especially if multiple players can have a unit with that ability, so you have to save multiple states for multiple units frequently). So he recommends that you use a Record for that, which is basically a list of different variables, and you put everything that you want to reset with the ability into that record as a variable with the correct type (as in Real for HP/Energy, Point for the Position etc.).

    Then you have to create an action that periodically saves the state, and you do that by creating a new "Action Definition", check the box which says "Create as Thread" and then add an Action "Repeat Forever" in which you include all the Set Variables for your unit variables (HP, Energy etc.) and a Wait Action with 3 Seconds. That means every 3 seconds the state gets saved, and then you can use these variables to teleport your unit / set the HP to the right amount etc.

    Note that this way will really only save the state every 3 seconds, so it won't work completely as intended because it would teleport the unit back for a random time between 0 and 3 seconds (whatever the last saved state was). The correct way to do this would be to use a more frequent loop (set the wait to a time like 0.25 or 0.5 seconds), then count the correct amount of cycles that you want to go back in time and save the state from that time ago into the variables that you want to use in your "Ability Used" Event.

    Posted in: Triggers
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    posted a message on (Solved) Set unit back in time
    Quote from Scythe1250: Go

    Oh wow okay slowly. I never even opened the trigger window before okay? Well, only to remove the melee-stuff.

    Would be great if you could explain it again a bit more thoroughly and with more steps. If it's hard to explain you can always make a few screenshots to show it to me.

    Also getting a terrible headache trying to decipher what you are saying.

    His guide already has every single step as far as I can tell, if you don't know what he wants you to do then read beginner tutorials for the Triggereditor before you go into making this ability or ask specific questions about the step that you have problems with (or even better, use the search function of the forum first and only ask here if you can't find anything via search).

    Posted in: Triggers
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    posted a message on How to... Battlecruiser search lights. (Brood War intro)

    The new Light (Spot) actors are also worth checking out for your case, there are a lot of actor events available to modify them.

    Posted in: Data
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    posted a message on RTS a dying market?

    I think we will see a small uprise of RTS titles in the next 5-10 years solely because of how popular SC2 is getting (especially with another Expansion coming up) and that the whole MOBA scene is very close to the RTS concept and could inspire new game ideas which are close to both RTS games and MOBAs. Also there's the new C&C incoming which will be free to play. (Stuff like Airmech, which is btw awesome and you should check it out and support it.)

    Overall though there are just way more other genres that are more appealing to the majority of gamers, I don't think RTS will ever be a mainstream genre. And it is also a huge risk for development teams to start developing an RTS because of that situation. Developing a Platformer/Puzzle Game/FPS is significantly easier and usually more profitable because of various reasons. And the main drive to develop video games for any development team is to be profitable and be able to keep doing exactly that, which means you mustn't fail with a project and have to deliver a high quality product within a (more or less) fixed time window. And that's just a way easier task for other genres, especially if you are a small team.

    Posted in: Off-Topic
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    posted a message on Unit follow camera of player
    Quote from Enexy: Go

    @rtschutter: Go

    The unit is going to seem to be moving choppy (I'm guessing this is what you mean by choppy) because you're issuing an order hundreds of times to a very not-to-far away distance. Increase the distance.

    As far as I understood it he doesn't issue an order, he moves the unit instantly, which results in choppy movement.

    I use loops where I issue move orders in 0.03125 intervals and it's not choppy at all.

    Posted in: Triggers
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    posted a message on Easy Variable Question - Unit Type [1] [2] etc

    @redbean87: Go

    That's the difference between static and dynamic arrays. You can probably google that if you are interested in it, I don't know why the WC3 scripting language apparently had dynamic arrays automatically and how that was exactly set up.

    I'm glad I could help and go join the SC2M Chat! Also feel free to ask any further questions that come up :)

    Posted in: Triggers
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    posted a message on Easy Variable Question - Unit Type [1] [2] etc

    You have to change the Array Size for your Variable.

    Posted in: Triggers
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    posted a message on Easy Variable Question - Unit Type [1] [2] etc

    You... create a Variable of type "Unit Type"? I don't see the part where you are stuck.

    I don't think the way you would set up the actions in your screenshot is different in SC2. I don't know how Variables were created/declared in the WC3 editor but in SC2 you just Right Click -> New Variable or default hotkey is Ctrl+B I think.

    edit:
    You can also come into the SC2Mapster IRC and ask short questions like this there, that's usually the easiest way of solving a problem.

    Posted in: Triggers
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    posted a message on Loading Screen Thoughts
    Quote from Mozared: Go

    @EternalWraith: Go

    TL;DR version: CHANGE EVERYTHING! Except the cats.

    Put more cats into it even.

    There are NEVER enough cats on the Internetz.

    Posted in: General Chat
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    posted a message on [List]New Features in 2.0 (HotS) Beta Editor
    Quote from Renee2islga: Go

    @TrenchaunT: Go

    Yea, Actually the current is a very old thread which I posted on 2012 sep - While HotS beta is still in 2.0.0.

    Many new feature has been added into the editor since then.

    Here is another thread which I posted when beta 2.0.1, but 2.0.2-2.0.4 added even more features. http://www.sc2mapster.com/forums/general/general-chat/44775-list-new-features-in-2-0-1-hot-s-beta-editor/

    Do you already know whether or not you will have the time to make another badass compilation of what was added like the last time?

    If you don't have the time (which is completely fine) we could start making a list as a community and everyone can add what he finds.

    Posted in: General Chat
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    posted a message on (Solved) Search only on 90 degrees in front of the unit?

    You could use the "Center at Launch" Flag and set the Impact Location to Target Point and the Launch Location to Source Unit, at least if you are using this Search Effect in an Effect Chain that has a Target Point and you want your cone to target towards this Point. If it is an instant effect you could do the same with a workaround by setting up a Persistent in front of your Search Effect that has an Offset of (0,-1) from your Source Unit.

    Might only be available for the HotS Editor though, I'm not sure whether or not it was added in the 2.0.4 WoL Patch. I know I had the same problem with aligning Search Area arcs before HotS for specific kinds of abilities (Like Transient Abilities that can fire at a 360 arc with offset Persistent Effects as the root effect), but the Center At Launch flag that was added with HotS helped with that.

    Posted in: Data
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