• 0

    posted a message on How to get player name???

    @CEMEHbl4: Go

    Isn't there a convert text to string function? You can then compare it to a string.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Moving the Minimap

    @Pandaros_Brewmaster: Go

    I don't know, but this guy probably does since his mini map is moved:

    Posted in: Miscellaneous Development
  • 0

    posted a message on Forcing camera position

    Paste the trigger you are using to set up the camera position so we can give you a correction.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Input Latency (Delay) over Battle.net

    @SprkFade: Go

    Yes, I have noticed this. Bnet has a mandated minimum latency that has very adverse affects to people making keypress input games. I've had to heavily tune my engine to make it as playable as possible on Bnet, with marginal success.

    Hopefully Blizzard scales back the minimum latency, iirc it's currently at an outrageously high 150-200 m/s or something.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Is it possible to initialize an array variable?

    This can be done using triggers or galaxy code.

    The trigger solution would be to create a new trigger with the event "map initialization" and then set the index of the arrays that you want to set

    Global variable MyArray[5] <int>

    My trigger
    Event - Map initialization
    Conditions - none
    Actions -  
    MyArray[0] = 5
    MyArray[1] = 8
    MyArray[4] = 2
    etc. etc.
    

    Also you can set the default value of all elements in the array by setting the value for your array reference.

    Posted in: Miscellaneous Development
  • 0

    posted a message on get/set for timers, float math and dynamic unit changes possible?

    @solistus: Go

    1: use the Remaining Time Of Timer function (also elapsed time function) set Remaining time <real> = Remaining Time Of Timer

    2: Probably, or just implement your own timer

    While () conditions none Actions: Wait (your timer lengh<real>) your action codes

    3: Use the Arithmetic (Real) function instead of the Arithmetic (integer) function

    Posted in: Miscellaneous Development
  • 0

    posted a message on How do teams work together on maps?
    Quote from Blah17: Go

    Alright well I guess I should clarify that it is an AoS type map, so my plan was for me and my teammate to be working on different heroes and then we could put them together. Would there be a way to send just a hero between two maps on different computers?

    Copy and paste

    Posted in: Miscellaneous Development
  • 0

    posted a message on Refer to a unit that hasnt been created yet

    "Unit" is a reference to a unit object "Unit Type" is a reference to a class of unit

    You cannot have a reference to an object that does not exist, so you cannot reference a unit before it is created.

    You're a little vague in what you're trying to do but I assume you have several units standing around and the player "selects" one of them by walking up to it?

    What you would need to do is...

    step 1: player moves his selector to a region 
    step 2: set a global Unit Type variable to the type of unit associated with that region
    step 3: create a new unit of the unit type in the global variable you just made for the player # that moved there, 
    step 4: create a unit reference to "last created unit"
    
    Posted in: Miscellaneous Development
  • 0

    posted a message on WoW type movement.

    If I understand what you're asking correctly, the solution is similar to how you handle movement keys.

    Create a trigger that checks for right mouse button pressed down, if it is enable mouse look. Create a trigger that checks for right mouse button pressed up(released), that returns the camera to the default state.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Returning a struct

    I don't have the editor in front of me, but I know in C you need a semicolon after the struct declaration, and a typedef to use it as a type, are you sure these aren't syntax errors?

    struct ITEM{ //Define the struct
        string name;
        int cost;
    };
    
    typedef struct ITEM ITEM;
    
    Posted in: Miscellaneous Development
  • 0

    posted a message on Hashtables, where are you my precious?

    Unless someone else can show us where this data structure is already implemented just do what I did and implement your own hash table and hashing algorithms using fixed arrays.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Making a rocket launcher (missile that collides with objects in its way)?
    Quote from Acww52: Go

    @NoRoo: Go

    WC3 could do it with its *data editor* because there where already abilitys that did that (shockwave type effect) thereforce it was easy to get miras arrow or pudges hook. SC has no abilitys like that at all. there force you will probly need a trigger for just 1 bullet (missle) at a time.

    Well I don't know who mira or pudge are, but I get what your saying, people designed these attacks by basically copying existing attacks and modifying them to suit their needs. As clumsy as it feels I suppose manually building these attacks up from scratch is the only way to go. :(

    My plan right now is to go ahead and do just that, and then be disappointed 2 weeks later when some one shows us a much better built in method ;)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Are you amazing at scripting?

    @irushu: Go

    I can probably help if you still need it, catch me on the IRC channel (private chat so I see it).

    I've already made a similar map based entirely on unit physics just to experiment around.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Making a rocket launcher (missile that collides with objects in its way)?

    So the correct way to do this is to implement your own unit physics system for your projectiles, create an object of the type unit to represent your projectile, then write your own collision testing code, and maintain variables for each unit that you want to be collidable?

    This seems like an awful lot of over head for a game that already has a physics engine and already tracks all of this stuff internally.

    All the same I'm going to go ahead and just set up my own physics system to manage the movement of every unit in the map until some one comes up with a better idea :<

    Posted in: Miscellaneous Development
  • 0

    posted a message on Making a rocket launcher (missile that collides with objects in its way)?

    I've been working on this all day and despite some help from IRC have had no success at all. Hopefully some one comes up with a good solution :\

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.