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    posted a message on Camera and multiplayer

    @Keyeszx: Go

    Not a problem at all, logic I tend to do pretty good with, syntax is another story.... To aide in your messing around, I can verify that taking the average of all the midpoints between all players would work to set the ideal camera position. In fact, you could just feed your whatever number midpoints into an array, and run them through a loop to save on how many lines you might have, it could turn into a LOT of lines for 8 players, lol, 56 for finding the midpoints, 56-112 for adding them up, and 1-2 for finding the averages. Uh yea, use a loop!

    Posted in: Triggers
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    posted a message on Rate the guy's avatar above you

    @Keyeszx: Go

    9/10 as it reminds me of Ferris Bueller's Day Off

    @LongLivetheTalDarim: Go

    Well to be more specific, it is a picture that is supposed to be depicting of one of those foam lizards you find in fairs/carnivals eating Vegeta, Prince of all Saiyans(taken 13 years ago). My Vegeta happens to have no nose as he lost it in an epic battle with a lighter, but now I digress.....

    Posted in: Off-Topic
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    posted a message on Rate the guy's avatar above you

    @LongLivetheTalDarim: Go

    I would say 9/10, but it loses 5 points since I hate the protoss and gains 3 points from the fact you have trapped a protoss in that little box for all time, so 7/10.

    Posted in: Off-Topic
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    posted a message on Angry Pro Editors

    Very interesting thread you got going here DarcZaFire, this post is likely way too late but making it anyways. I have to agree with Dogmai's way of thinking about things, some people do get rather wrapped up in their own work, then respond to some questions when they are too pissed off at their own issues to look at their own map. Just take the replies for the information you can get from them, sheesh. I would much rather get a very informed answer where every third sentence ends in "ya #%#%ing noob" that helps me to resolve my question than a kind response that doesn't really tell me much of anything, but if I'm asking a question on a forum, I should be expecting a crap shoot.

    Now about testers, you gotta love all of them. Back when I was in my SC/BW map making mode, and it was a hell of a lot easier to get testers on the fly, some peeps would immediately wig out and leave since they hated the starting unit or some lame crap like that. But some would stick around and try it, and would get valuable responses from them. One guy, I think he was calling himself Kroell at the time was helping me test Elements 6 out one day, and he informs me my map is boring. He was just like yea, has units and stuff, but kind of boring. And he was pretty much right, I at the time had focused so much on balancing my 6 elements, tweaking their strengths/weaknesses, that I had gone and forgot to add any plot to my map. Lol! That earned him a spot in the opening credits for sharing opinions in his own special way, and I ended up adding several quests to give players something to actively work on while playing. So please don't hate on testers just because they hate on your map, they are dissing the map not you.

    I'm currently only a week into attempting to learn how to work this Galaxy Editor or whatever you call it, but have every intention of figuring enough out to put a quality map out there. From what I can see peeps here are pretty helpful, understanding that they have lives and maps of their own to mess with. I am simply glad to know there is somewhere I can go to when I hit a brick wall.

    Posted in: General Chat
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    posted a message on Rate the guy's avatar above you

    @Taintedwisp: Go

    5/10, The animation is cool and all, but seems rather bright for a SHADOW wolf. Guess it works if the Shadow Wolf works in Vegas.

    Posted in: Off-Topic
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    posted a message on Camera and multiplayer

    I'm not sure about the both players moving right making the camera move right, but keeping 2 points constantly fixated on player A and B, and using the distance between points function, should allow you to adjust your camera accordingly on a central point between the 2 players. For example, if player A is at 0, 100 and player B is at 100, 200 on the map (x, y respectively), the distance would be 141 from the distance formula w/ a slope of 1(I highly recommend keeping slope in terms of one decimal, such as .1 over 1/10, 2.3 over 23/10, and you will see why later). Using this you could then set a third point as an adjustment of 2 points, based on which x and y are greater or less, we will say less for this example, so (0, 100), Player A's point. Obviously, you will want this point to be a distance of 70.5 (141 / 2), scaling the x and y according to the slope. To do this, to the X coordinate we would add squareroot((Distance^2) / (1 + slope^2) which translates to squareroot((70.5^2) / (1 + 1^2) which comes up to about 49.8 to X, and for the Y coordinate we would add (DeltaX * Slope) which translates to (49.8 * 1) which obviously comes up to 49.8. Making our new point 49.8, 149.8 to center the camera around.

    If you are curious where I pulled these numbers from, just use pythagorean theorum, you know the a^2 + b^2 = d^2, and of course the slope formula (y1-y2)/(x1-y2). All you have to do then is realize that (x1 - x2) = a = deltaX.

    As far as the level of zoom to give the camera, I would just use the distance directly to come up with a zoom system you are happy with. I do apologize for not knowing the exact SC2 syntax for all this, I am still fairly new to its specific uses, but I am pretty confident doing that would solve the trace camera problem. It might also cover your both move right problem as well now that I think of it.

    Imagine 3 players would make this idea a good deal more complicated, but not too terrible. Perhaps find the midpoint between A and B, A and C, and B and C, then take the average of the 3? Feel free to ask me any clarifying questions about the logic up top, I attempted to make it clear, but realize it may have been a fail, lol.

    EDIT: Upon further thinking about this, don't worry about the complicated formula for the midpoint, just take the average in the first place of the 2 points, same result and a lot simpler math. You will still want the distance to decide how far to zoom though.

    Posted in: Triggers
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    posted a message on Some trigger questions (probably basic)

    @FuzzYD

    I was able to get something working about how I would like it for question 1, seemed the trick was creating an actor model, not an actual actor. Then I just had to run the kill last created actor action to get it to act the way I wanted (I had about 10 lifeless archon models sitting around testing otherwise).

    @FuzzYD and SouLCarveRR

    As far as questions 2 and 3 are concerned, it seems the same thing is holding me back on both, how the heck do you call a function using the editors very, interesting syntax. I found the functions I'd want for finding the location of a unit or a point in the library section, and made a basic recursive function with a single parameter, if statement and that sort of thing, I just can't figure out how it wants me to call a function. Best I have found so far is the Run Trigger command. I'm guessing it is either this one or some sort of custom script, although I haven't used any of those yet.

    Appreciate the help thus far, just missing how to call a function in the first place. Really missing var1 = func1(x,y,z); right about now, lol. Some basic examples of how to call a function w/ no parameters, w/ 1, w/ 2, and one with no return type would be very helpful.

    EDIT: So after some searching, some posting (none of which had anything to do with functions), I did figure out how to call basic functions from within a trigger or function to assign a value to whatever the function is, but am having less luck calling a function with no return type. It just seems to refuse to see them. I am having the same problem trying to call particular library properties. I am probably yet again just focusing on a single tree without seeing the forest again (story of my life), but it is really bothering me that I am unable to get a simple X and Y values into integers or reals to use later inside points of my choosing. I have found workarounds for this, just recording it to a global point variable and offsetting off of that, but at this point it is the principle of the thing.

    Wow that is a lot of crap in my edit, sorry. To summarize, how do I call a specific function shown in the library or a function w/ no return type from a trigger and/or function. And is setting my return type to (None) the proper way to go about making a void function?

    Posted in: Triggers
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    posted a message on Some trigger questions (probably basic)

    Hi, so been messing w/ data/triggers and what not to attempt to figure out enough to get going on a map, last blizzard editor I used was for the original starcraft/broodwars, along with a few others to get maps to do what I wanted. Going all right, although a hell of a lot slower than I would like due to the ridiculous amount of data there is to work with and learn the linkings of. Anyways, got some basic trigger questions that I had no luck finding on youtube, here, or a few other places.

    Question #1: How do I make the triggers create a blue explosion, moo moo cow, well ANYTHING at a unit or point or x,y position. I would be thrilled to just get a simple archon death sequence to show up on a unit getting attacked. Best I got was a dancing ultralisk via animations, guessing actors is the way to go, and to use 'create actor', but am having no luck with any of that.

    Question #2: Is it possible to get the x and y coordinates of a unit anywhere, or within a region or such? If so, how? Found that I can tell the editor to move stuff to a unit, a particular x/y location, but having no luck acquiring the coordinates to throw into variables.

    Question #3: Does SC II editor support recursive functions of any kind? Where can they be found? Be fun to make a line of explosions that grow till their range with a massive explosion at the end for a boss ability or something.

    That is all I have for now, answers to any of the 3 questions would be much appreciated, I'm done banging my head against those walls for now.

    Posted in: Triggers
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    posted a message on Triggers - Help please.

    Hi Nafei, I'm not the most experienced with SC2's brand of triggers myself (yet), but it appears all your units are simply moving, not attacking. Also it seems like your key if statement will probably always be true or always be false, completely ignoring one side of the argument. And a very interesting location indeed I might add, never heard of someone calling the southern part of a map the 'enemy minion BUTT'.

    Anyways, I'm not sure of the exact syntax, but what you are looking for probably resembles:

    if (Any unit belonging to player 11 enters Region A)

    Then Order all any unit belonging to player 11 to attack to Region B

    if (Any unit belonging to player 11 enters Region B)

    Then Order all any unit belonging to player 11 to attack to Region C

    if (Any unit belonging to player 11 enters Region C)

    Then Order all any unit belonging to player 11 to attack to Region D

    ........................

    And so on and so forth, I do recommend the multiple if statements instead of an elseif statement, as that would cause backups in regions B and C most likely. The any unit is a good idea as well so you can spawn banelings, hydralisks, whatever and it will work for any of them.

    Hope this helps

    EDIT: After some messing around with various things on the editor, one of which happened to be issuing orders to units, I found my life to get much easier if I used points to send them on the attack rather than trying to find regions, got a little too used to using locations for half of everything in BW I guess, lol.

    Might also be worth checking to see if your player towers in the effects effect: response flags section have the flags acquire and/or flee. Your zerglings might be out of agro range and without those flags set don't know to come after your towers shooting at them.

    I left an example of triggers in a picture attachment below I got to work perfectly fine for single units (which worked fine for a ton of units as well), just replace region 001 w/ 002, point 002 w/ 003, then 003 and 004, then finally 004 and 001 to make a big circle. Imagine yours will be more linear since defenses like to have players lose at some location.

    Posted in: Triggers
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