Unless your not having it be lineir, you know exactly how high it is based of of how long its been sense you told it to rise.
Yes, every 7 seconds it goes between 3 & 7. What I meant when I said that was there is no "lava height" variable or "check lava height at region" trigger or w/e...
I'm trying to use a timer variable because it tracks the game time, which is what tracks the lava height.. I'm working around the 'no direct route' problem, but it's not working...
lol... you just described what I'm already trying to do...
I know trig. I am not trying to make the unit bob up and down forever. I want to set the unit height (one time) to the same height as the lava. It is impossible to check the lava's height directly since I'm using a change in water state trigger for that.
My function is flawless except for the elapsed timer thing... I think I should change the title of this topic to "Timer help" because there is obviously something I am missing when it comes to timers ):
I am trying to trigger a series of cameras that go in a circle around my map in a loop. Well not a loop exactly, but they will always go to the next one in the series over and over and over again. What is the best way to get a decent looking version of this? Do I need a camera placed every so often around in a giant circle? Can I just place 1 camera and tell it to circle around? Please help.
technically you could just create 1 camera and give it the trigger "follow unit" and have it follow an invisible unit that flies around your map...
but I'd say make 1 camera & give a trigger saying something to the effect:
create region a at point (top of circle)
pan camera to region a
create region a at point (next point in circle)
pan camera to region b
... etc.
So the camera makes an entire loop.. like so:
Then you only need 1 camera and no preplaced regions or units.
edit: Hmm, now i feel dumb... i cant find the create region or set region action but i know there is something similar... i guess you could also preplace 1 region and move that region to points along your circle.
Hmm or use the equation of a circle (x-a)² + (y-b)² = r² to move your camera around. x & y would be the value of a timer or something.. something that keeps changing.. a & b are the coordinates (a,b) for the center of your map & r would be the radius (distance from the middle of your map to one edge).. This way would b a lot smoother looking 4 sure
@grenegg, i use 4+4*Abs(cos(Elapsed time of timer/2pi/7)) because.. Abs keeps the function always positive, cos makes the function a wave so it goes up and down with time instead of just increasing forever, and elapsed/2pi/7 is just a conversion to scale the function to the lava flow time scale...
@Bash, I can't increment the units height over time because the movement must be instant. The lava does damage over time, but as soon as lava is going to give the killing shot, I want to move the unit just above the lava's surface (which goes from 3 to 7 over 7 seconds, forever) so the unit's death can be visible.
Imagine my height function is just cos(x) & x=elapsed time of Timer.. This SHOULD go from 1 to -1 back and forth... but I'm getting 1 all the time.. Why is my Timer variable giving me 0 always even though I know it's running?
Mmk.. I have a few lava pits on my map & the lava rises and falls with time. If a unit walks into the lava, they die. I want to show their death by moving the unit to a height just above the lava's surface.
Basically I want to move a unit (before death) to a height between 4 & 8 depending on lava surface height (ie. game time).
The trigger below pushes all the units to a height of 8, never anything else, and I cannot figure out where I went wrong.
========v==============The important part==============v==============
Nope, my idea fizzled & popped... I tried an old SC trick where you pre-place 1 unused building for each player then detect later if they own the building because if they quit ownership goes to player 0 or 15, i forget which... didn't work tho =\
thats the same as the player status thing... only detects defeat, victory, or tie...
I need a consistently firing trigger that will check every so often if a player is in game or not, but since there is no.....
WAIT, i think i got it... Will report back with what im thinking when i get a chance to test this theory of mine.
0
http://wiki.sc2mapster.com/galaxy/tutorials/
WASD movement, use data its laagless:
http://forums.sc2mapster.com/resources/tutorials/10104-tutorial-lagless-wasd-system-using-data-editor/
FPS Trigger library:
http://www.sc2mapster.com/assets/fps-engine-library-v1-0/
0
Yes, every 7 seconds it goes between 3 & 7. What I meant when I said that was there is no "lava height" variable or "check lava height at region" trigger or w/e...
I'm trying to use a timer variable because it tracks the game time, which is what tracks the lava height.. I'm working around the 'no direct route' problem, but it's not working...
0
@BasharTeg: Go
lol... you just described what I'm already trying to do...
I know trig. I am not trying to make the unit bob up and down forever. I want to set the unit height (one time) to the same height as the lava. It is impossible to check the lava's height directly since I'm using a change in water state trigger for that.
Cosine, by definition has a range of y values between -1 and 1. Cosine(0) = 1
http://www.wolframalpha.com/input/?i=%284.0+%2B+%284.0+*+%28Abs%28%28Cos%28%28%28x%29+%2F+%286.2832+%2F+7.0%29%29%29%29%29%29%29%29
is exactly what my function looks like. Check out tha graph.
My function is flawless except for the elapsed timer thing... I think I should change the title of this topic to "Timer help" because there is obviously something I am missing when it comes to timers ):
0
http://www.sc2mapster.com/forums/development/data/22671-weekly-data-exercise-15-multi-stage-abilities/?post=7
http://www.sc2mapster.com/forums/development/data/22671-weekly-data-exercise-15-multi-stage-abilities/?post=19
http://www.sc2mapster.com/forums/development/data/22671-weekly-data-exercise-15-multi-stage-abilities/?post=22
from the latest wde
http://www.sc2mapster.com/forums/resources/data-assets/23221-ability-energy-absolution/
0
technically you could just create 1 camera and give it the trigger "follow unit" and have it follow an invisible unit that flies around your map...
but I'd say make 1 camera & give a trigger saying something to the effect:
create region a at point (top of circle)pan camera to region a
create region a at point (next point in circle)pan camera to region b
... etc.
So the camera makes an entire loop.. like so:
Then you only need 1 camera and no preplaced regions or units.
edit: Hmm, now i feel dumb... i cant find the create region or set region action but i know there is something similar... i guess you could also preplace 1 region and move that region to points along your circle.
Hmm or use the equation of a circle (x-a)² + (y-b)² = r² to move your camera around. x & y would be the value of a timer or something.. something that keeps changing.. a & b are the coordinates (a,b) for the center of your map & r would be the radius (distance from the middle of your map to one edge).. This way would b a lot smoother looking 4 sure
0
@Skoite: Go
try lowering the camera a bit. I think it's caused my the ceiling height inside the corridoor.
0
@grenegg, i use 4+4*Abs(cos(Elapsed time of timer/2pi/7)) because.. Abs keeps the function always positive, cos makes the function a wave so it goes up and down with time instead of just increasing forever, and elapsed/2pi/7 is just a conversion to scale the function to the lava flow time scale...
@Bash, I can't increment the units height over time because the movement must be instant. The lava does damage over time, but as soon as lava is going to give the killing shot, I want to move the unit just above the lava's surface (which goes from 3 to 7 over 7 seconds, forever) so the unit's death can be visible.
Imagine my height function is just cos(x) & x=elapsed time of Timer.. This SHOULD go from 1 to -1 back and forth... but I'm getting 1 all the time.. Why is my Timer variable giving me 0 always even though I know it's running?
0
Bump, also updated 1st post a bit..
I'm not sure why the "Elapsed time of Timer" is returning 0 and causing my function to always spit out 8.
Explanation/help please
edit: i meant elapsed time, not duration... the duration is set to infinite
0
Mmk.. I have a few lava pits on my map & the lava rises and falls with time. If a unit walks into the lava, they die. I want to show their death by moving the unit to a height just above the lava's surface.
Basically I want to move a unit (before death) to a height between 4 & 8 depending on lava surface height (ie. game time).
The trigger below pushes all the units to a height of 8, never anything else, and I cannot figure out where I went wrong.
========v==============The important part==============v==============
========v==============Full code==============v==============
Oh & the timer is just there to test that the timer wasn't 0 (my initial thought)
0
@b0ne123: Go
oo, you are right... glad they fixed it :)
0
Nope, my idea fizzled & popped... I tried an old SC trick where you pre-place 1 unused building for each player then detect later if they own the building because if they quit ownership goes to player 0 or 15, i forget which... didn't work tho =\
0
thats the same as the player status thing... only detects defeat, victory, or tie...
I need a consistently firing trigger that will check every so often if a player is in game or not, but since there is no.....
WAIT, i think i got it... Will report back with what im thinking when i get a chance to test this theory of mine.
0
@DeProgrammer: Go
that player status thing is what i meant... that cant be used for players leaving or dc'ing.... jus tred again... no luck
0
Need a way to change the status of the leaderboard for a player that quits in the middle of the game, disconnects, or is defeated to 'XXXX.'
Ie.
P 1 -- 0
P 2 -- 0
P 3 -- 0
P 4 -- 0
P2 leaves
P 1 -- 0
Left -- 0
P 3 -- 0
P 4 -- 0
Cannot use 'player is alive' as that only checks for when a player is victorious or defeated.