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    posted a message on Is it possible to modify a unit collision points and plane array with triggers?

    I never thought of using unit height modifier i was thinking the whole time in sorts of flying hovering and ground collision This may do exactly what i need.

    Thank you very much

    Posted in: Triggers
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    posted a message on Is it possible to modify a unit collision points and plane array with triggers?

    Ive been working on a system that allows all units to walk over water. The idea is to have all units which enter a specific region gain a buff/ability/effect or whatever that will allow them to walk over water and when leaving the region loose the buff/ability/effect.

    The only way i've come up with doing this is having a duplicate unit switch the current unit with the adjusted properties but i can think of so many things that could go wrong with this when all factors of multiplay are involved and am hoping if anyone knows if this is even remotely possible to modify a unit like this ingame?

    Posted in: Triggers
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    posted a message on [help] Should i write my ex Girlfriend ?

    Although mostly its a done deal after a breakup even if you would get back together youll never last long (maybe a few years max but thats it)

    And one thing that most people keep in mind is simply the fact that people changing who they are most of the time fail horribly. The only real way to change your self is get into a new enviroment as you did at camp. There it works but when in your old routine with people you know youll slump back because everyone expects that.

    But then again just for the ease of mind remember the simple rule "If you dont try its an automatic no go"

    If you dont contact her (in a very decent fashion) you'll always be thinking back to "what if" if she really means that much to you

    If you do contact her (in a very decent fashion) the worst thing that can happen is the same result a not contacting her but without the doubt part

    So what have you to loose?

    Posted in: Off-Topic
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    posted a message on Removing Trigger Events
    Quote from s3rius: Go

    A different approach would be to interconnect other triggers which only run your main trigger. So for every event you want to apply to your main trigger you would create a new trigger. I drew you a pic :3

    Whether it's a better way of doing it? I don't know. I think it would be useful with you have lots of events on your main trigger. If it's just one per player then your initial idea is probably better.

    I thought i would give an extra approch to this you should keep in mind. The idea s3rius had posted first has one very nice extra possibility and thats multithreading Check out this page sc2mapster multitreading topic

    If the triggers have alot of actions and dont use the same global variable then this could prove to be a very nice preformance gain ingame. I have been testing quite abit with multi threading to see if it actually works and i can say it most definitly does.

    On my core i7 that is. Dont know how older systems handel it but i expect that any multi core proccesor would show major benefits using this tech

    Posted in: Galaxy Scripting
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