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    posted a message on Use energy before cast

    By default when u cast a spell that needs channeling it takes the energy after it completes, is there a way to make it so it uses the energy before it starts channeling its cast?

    Posted in: Data
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    posted a message on Regions negative shape

    @tatatatate: Go

    had a condition if unit is near/in the holes of the region don't fire, simple.

    Posted in: Triggers
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    posted a message on Doodad Triggers

    Has anyone made a trigger library for doodads? I want to be able to pick doodads by vars and set them in vars, possibilty change their height color etc.. by triggers. Get their heights and position etc.. and save them in vars as well.

    Posted in: Triggers
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    posted a message on What language would be most useful to learn?

    @Mozared: Go

    Wouldn't a person coming from western background have a more easier time dealing with a language that doesn't have restrictions with all the 'nonsense' instead of learning a whole set of 'nonsense' inorder to properly put words together? You basically have to memorize the character, how to write it correctly, meaning, and how to speak it.

    As in hardest language, I was refering to any modern languages. Ancient Sandivnavian Runes is not one of them. But they are out there I am sure of it.

    I know english, mandarin, and cantonese. Cantonese a popluar dialect from mandarin. Tho I learned Cantonese before I learned mandarin. Started learning cantonese around 8 years old and around 12 years old for mandarin. Mandarin has 4 tones while cantonese had 7. Cantonese used traditional characters while mandarin used simplified. My cantonese is better than mandarin but cantonese is a much harder language than mandarin due to traditional character have more strokes and the 3 extra tones. I can speak both fluently, read a majority of it and listen.

    Posted in: Off-Topic
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    posted a message on What language would be most useful to learn?

    Im chinese but born in america. I learned english first then chinese. But I had a chinese speaking family so its kinda why it helped me. It not as hard as you think it is.

    @Mozared: Go

    Chinese is NOT the the hardest language, there are much more complicated and useless rules to memorize in other languages but chinese is not one of them. I don't understand why people are comparing it with spanish being easier its just not the same view point you are looking at. English was created from parts of spanish and european culture so that why words are similar. Chinese on the other hand has no influence in any of them. In chinese you basically have to memorize about 5k characters and you will be able to read the majority of newspapers and articles. You only have to memorize one character and it will have that one meaning and no other characters will be similar or have any other synonyms or any of that bullshit like in english. 5k words is nothing. Chinese will use those same 5k words and combine them with others to create a different meaning. But you can figure out the combination, usually used for nouns. There is none of this feminine/masculine, grammer, synonyms, puncutation, past/present nonsense you have to learn.

    Reason why chinese looks hard is because there isn't a phonetic, however chinese is more about an art than phonetic. Once you learn some of the tricks you can look at a character and figure out its meaning. Basically most of the characters have some sort of story behind it on why it looks the way it is.

    English is by far the hardest of the two. There more rules to learn and exceptions and words to memorized.by far. This is coming from someone who know both languages but lived in the USA all his life.

    Posted in: Off-Topic
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    posted a message on Health Bar by Dialog

    I've tried setting the size of the bar but the bar decreaes from both sides when life changes. I want it to decrease from only one side like a standard health metter. Does that mean I need to move the dialog bar too to create this effect??

    Posted in: Triggers
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    posted a message on Invulnerable Buff

    I've tried creating a buff where in the modication > behavior > state flags > invulable flag.

    But when i add it to a unit by triggers they still die.. am I doing this wrong?

    Posted in: Data
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    posted a message on Competitive map idea

    removed

    Posted in: Map Suggestions/Requests
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    posted a message on Retrieving APM for "triggering player"

    @Enexy: Go

    better way is to add those players who are playing in a group then use pick each player from that group and use picked player instead of triggering player

    Posted in: Triggers
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    posted a message on FPS/TPS Shooting Method (not traceline)

    @RedFromWinter: Go

    had to check each point between my target with increments and check the height of the ground and see if it blocks the path of the bullet. So that a hill in front of me I can't shoot thur it. Yours seems like you can shoot thur hills. Then I used regions to check if the point is within region and whether path of the bullet is higher or lower of the custom value i placed for that region.

    Posted in: Triggers
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    posted a message on FPS/TPS Shooting Method (not traceline)

    @RedFromWinter: Go

    Should use the angle of tangent with the radius of the target and the distance of the player unit to target for a more accuarcy feeling system. Thats what I did.

    Posted in: Triggers
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    posted a message on FPS Camera + Banks

    @cookies4you: Go

    I am not talking about following units, im talking about when u move ur mouse with the camera when already following a unit. I am trying to making aiming as close to FPS as possible. The aiming with the sc2 cameras don't seem to directly follow the mouse. Read throughly.

    Posted in: Triggers
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    posted a message on FPS Camera + Banks

    Does anyone know how to change the camera's FPS speed so it matches or comes close to FPS camera movement. Atm, the movement of when I move the camera doesn't seem to follow the mouse closely enough. Seems like it either accelrates slow or deaccelrates when it reaches the mouse. It doesn't feel like a real FPS camera. Increasing the rotation of the camera speed doesn't help, I am talking about if I want to spin 180 degrees it will spin but it doesn't reach 180 accurately and it seems its a bit slow getting there. Its all related on how the camera follows the mouse for some reason. This messes with aiming and doesn't making aiming as smooth as it should. I AM NOT TALKING ABOUT FOLLOWING UNITS WITH CAMERA.

    Also, with the new handle system for the next patch we can do banks more safely. But what would stop players from just copy a point in there game then a few days later repasting that old bank back into the current one and just basically reseting back to a save point. I have a system where its a must to repair weapons and if they reach 0 they break. So if they could just copy when they are at 100 then when they are about to break repaste it it will basically nulify my repair system encrpytion doesn't solve anything. Seems there must be a server side bank to prevent this from happening. Atleast saving 1 number to the server.

    Posted in: Triggers
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    posted a message on Force 3d portraits

    bump

    Posted in: Data
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    posted a message on getting count of items strored in specific container

    Theres a trigger library some where that has this function

    Posted in: Triggers
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