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    posted a message on Make Unit Fly in a Wave Path

    So I saw there is a Wave motion overlay in the movers, and I'm trying to get a unit to use this to fly in a wavy path. I've been fiddling with it for a while, but to no avail - my unit won't even move when using this mover. What do I need to do to make this work?

    Posted in: Data
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    posted a message on best way to write scripts

    @finiteturtles: Go

    Hey, I generally just use custom script blocks where I need them. However, I have never tried large-scale galaxy scripting. I like to use the GUI as much as I can because (as tedious as code creation may be in GUI) if you change variable names, data object names, function names, etc, the GUI will automatically update them everywhere, which saves you a lot of pain if you need to change something and suddenly get a couple hundred syntax errors.

    P.S. It's turtes all the way down :P

    Posted in: Galaxy Scripting
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    posted a message on How to check when a mineral is harvested?

    How about doing a trigger with the event Unit uses Return Carge (SCV) ability?

    Posted in: Data
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    posted a message on Data-driven move check?

    @FunkyUserName: Go

    This is awesome - it seems to do exactly what I want! Thank you so much.

    I have a few questions about how this works. Firstly, what does the smart flag do? Is that what makes it so the ability is cast when you right click instead of the normal move? Next, how would I make it display a message if I wanted to. Thirdly, you have some copies of abilities and effects, do I need those or why are those there? And finally, can I just hide the command card button behind the old move ability so it doesn't show up?

    Posted in: Data
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    posted a message on Make camera follow point above unit

    @njordys: Go

    Ok, in that case the angle you want to use is 270 degrees, just in case you weren't sure how the editor measures them.

    Posted in: Triggers
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    posted a message on Make camera follow point above unit

    @Mille25: Go

    Wouldn't you want it to follow a point below the unit? If you follow a point above you're just exacerbating the problem you're trying to fix? Maybe I misunderstood.

    Posted in: Triggers
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    posted a message on Data-driven move check?

    @FunkyUserName: Go

    Cool, this sounds like what I want but I know absolutely nothing about validators so I've no idea how to go about making the validator.

    Basically, this is the scenario:

    image

    Let's say the user is controlling the baneling. If he clicks somewhere nearby, like that green target, the order will go through. If, however, he clicks somewhere like the red X (which may be close geographically), which is far away as the unit walks, then we assume that was a misclick by the user and want to cancel the order.

    So how should I get started on making this validator?

    Additionally, if I could perform a similar test via 20 point in region checks involving regions containing 1-5 rectangle or square shapes, would it be faster to implement this with triggers instead?

    Posted in: Data
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID
    Quote from Kueken531: Go

    @cleanto: Go

    Set the Team Color to white

    It seems there was a pretty significant update at some point: You can now create multiple texture objects for the same texture file, even using different slots, and it will work properly (thanks Bommes for notifying me). In this testmap, I use the Zhakul Das Obelisk Emissive texture to swap out 4 textures of the Thor, the body diffuse and emissive as well as the cannon diffuse and emissive, without reimporting the texture or anything.

    I'm trying to do something like this, but make the green lines the player's color. I tried editing the texture and making the green lines transparent, but now the lines just show up all white. Then to test, I changed the texture to a completely transparent texture, and the lines were still there! The rest of the unit was colored with the player color though. Any idea what's going on here?

    Posted in: Tutorials
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    posted a message on [Model Showcase] Warcraft 3 Heros Revamped

    Can I use your demon hunter model in my map? How?

    Posted in: Artist Tavern
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    posted a message on Data-driven move check?

    I will have no troubles designing a triggering solution, just wondering if there was another way. Thanks though.

    Just a note, I see no reason for the first trigger and the extra global variable baggage that comes with it. Also, I would use a more advanced test, because I am interested in pathing distance rather than strict euclidean distance.

    Posted in: Data
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    posted a message on How Laggy Will This Be?

    Just because triggers only activate 16 times a second doesn't mean all the events won't fire. Maybe multiple threads are spawned every 16th of a second for every event that fired.

    Also, it's more than just the strength of your PC, one person lagging will bog down the entire game, so it's more about making sure the game won't lagg for the average starcraft 2 gamer.

    Posted in: Triggers
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    posted a message on How Laggy Will This Be?

    Each player owns a unit. Suppose I had a trigger in my map that checks every move order given to the players' units, and if the pathing distance between the target and the position of the unit is greater than some value, it cancels the move order. Now suppose I have a handful of players in the game all using autoclickers. Will the players feel additional lagg or delay? What's the computational cost of this trigger? (In general autoclickers probably issue orders about 20-200 times per second)

    Posted in: Triggers
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    posted a message on What will crash the game?

    Several things to say to this.

    1) This is evil

    2) You are promoting bank hacking, duplicating, and sharing

    3) I would recommend going for some sort of "fake" crash like showing a BSOD image over the player's screen. That would be cute and fit the theme, without severely pissing off your player base so much they report you to Blizzard and never play the game again.

    Posted in: Triggers
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    posted a message on [Resolved][General] How often does SC2 check events for triggers?
    Quote from FunkyUserName: Go

    @Someguy3141: Go

    bonus point = likes? there are dta only solutions to detect collision. just use a periodic behaviour in combination with a search effect.

    Does a data-driven periodic effect fire more frequently than a trigger event?

    Posted in: Triggers
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    posted a message on Data-driven move check?

    To preface this, I'm not sure if what I want to accomplish is possible via data, however, I am very much a noob to the data editor and so I would like to see if you guys can come up with something.

    I would like to cancel movement orders that a player makes to their unit, if I can identify that order as a "misclick," which would correspond most simply to the pathing distance from the unit to the target being greater than some threshold.

    The reason I am asking about a data solution is that I would like the least laggy method possible. I know that many players do and will use autoclickers for this map, and so I would like to avoid catching and testing every singe move event via triggers if possible.

    Posted in: Data
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