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    posted a message on Old Thread Source

    Howdy folks,

     

    Been a while since I was last active; hoping there are still a few of the old timer around. I've spend spend several hours going through roughly 400+ posts looking for an old post that I just can't seem to get a break on. Hoping someone might have new direction to search under.

     

    Approx. 3-5 years old post I believe. A gentlemen was looking to create the effect of launching a building deployment pad in a parabolic arch; however, while the projectile was in transit it would periodically lay behind relays that would fall to the earth. Was quite a tricky problem that had threads in both data and triggers, although I believe it was finally solved in triggers. If someone remembers the thread, I would really appreciate some help locating the original. If I'm not mistaken he was actually porting it from an old pc/sega game and even have a youtube demonstration.

    Posted in: General Chat
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    posted a message on Create a Unit by mouse click

    @iMisu: Go

    points are just coordinates and there is a function to grab them from the mouse click. Just use your trigger conditions as normal to make sure the point is inside your region and the triggering player has the resources to do so.

    Posted in: Triggers
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    posted a message on Possible to open official voidmulti mod?

    Of course you can, Imma take a wild guess and say you never purchases lotv.

    Posted in: General Chat
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    posted a message on Trigger Help

    1. A blackscreen can just be done through a single trigger that sets the screen opacity. You will also wants to either hide the game ui or put it in cinematic mode, usually without a blend. This is something you would have in your initialization trigger for when the map starts. Text could be something a simple of a message or text tag but in a likelyhood would end up being done via dialogs which is a trigger based window system; you can get really creative with these if you really wanted.

    2. You can either detect keypressed or i believe there is a dedicated event for the esc key as its something these use for in-game cinematics for the campaign all the time. Though im not sure you may have to make sure that a certain amount or all players want to skip. This trigger once true would end the dialogs, bring back the regular game screen and info and then pass onto the next action definition that runs the actions for the gameplay

    3. Not entirely clear what you mean but i believe when you move your unit close not the camera or something like that. While this can be done via trigger it is likely better handled through data via buffs; in either event you're basically constantly checking the area around the unit until something comes into range and then displaying a text tag. You may be just able to the units enters event in trigger if its something very similar (although they will need to be preplaced).

    4.Again not every clear; how exactly are levels made and are they connected or not. Variables/array will help you keep track of the placement of players which are checked in game. If your looking at blocking i've seen plenty of people use modified forcefields to keep units out of places; you could just as well run triggers to move units back to their previous location when then move out.

    5. You basically repeated the same question from 4 and again what is a world, how are they connected, and how do you want players to be transferred.

    6. Camera's a typically done via their own tab(next to triggers/data/points etc). You can setup and preview how they look and then apply them through triggers. There are also plenty of tutorials on fps camera which is bascially the same with just different distances.

    7. This is were your dreams may come to die unfortunately, or maybe just be very limited. You can only transfer between maps in offline single player mode so this isn't gonna happen if you want your map on the arcade or bnet at all. Maps are limited to 8 textures for the entire thing and max size at 256x256. You may have to check this as i had a quick look and lotv seems to add a nice change of being able to have mulitple sets on the map which means many more textures. You will still be limited however to make every different seperated worlds all on a single map (which means the each world may need to be very small or compressed). Camera tricks will help to you limit vision between the areas so that players only see what they're supposed to.

    All in all if you remember seeing something done in a campaign mission i highly encourage opening one of those maps up and see how they actually solve the concern there. Hope this all helps.

    Posted in: Triggers
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    posted a message on Please help with progress bar for unit trigger

    @KradDrol1: Go

    This is just off the top of my head and may not be the optimal choice but what comes to find and to have your trigger apply a buff to the capturing unit. The buff is there simply to ensure the unit is not active and if it does it would be removed. Then just have your trigger check while the unit has the buff modify your integer that keeps track of the progress bar and update the dialog accordingly.

    Posted in: Triggers
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    posted a message on Issue with player-related triggers, due to swapping teams

    Create or store your own teams in variables by looping through the player on game start and sorting them according to which lobby team they were on.

    Posted in: Triggers
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    posted a message on Solved: Applying behaviors when certain units die.

    Why not use a death response buff.

    Posted in: Miscellaneous Development
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    posted a message on Request - Zagara Model - Paid

    Tried looking in the dependencies???

    Posted in: Art Assets
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    posted a message on Help with a Search Ability

    Can't you just run a enumerate area validator on the ability.

    Posted in: Data
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    posted a message on (Solved) Creating a targetable cloaking field

    @Lazernerd: Go

    The concept is essentially the same as like a healing fountain. The target effect selects a position that the persistent uses to determine its "casting" location. The persistent is basically a loop; its repeats many times and extremely quickly. Every iteration it runs a search and applies a buff with the cloak modifier. The buff however is setup with a slightly longer duration than the speed of the persistent/loop. In this manner if the units moves out of the search area, the buffs times out very quickly and is not continuously applied. If the unit is instead inside the target area, each time the persistent will "renew" the buff because it reapplied it just before it would normally wear off.

    I'm guessing from your above numbers you have not get the ability to target point instead of target unit, are running the search from the buff instead of the persistent, and the buff duration is far too long.

    Posted in: Data
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    posted a message on [solved]Can someone explain autocast/ help with AC prob

    Did you check autocast in flags within the ability after setting up all the autocast criteria?

    Posted in: Data
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    posted a message on Integer in Dialog

    A dialog is basically just a master window. You need a dialog item, label for text, to display objects like what your looking for within the dialog itself.

    Posted in: Triggers
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    posted a message on [HELP] Creating a walkable Doodad which reaches outward a cliff.

    Sometimes you may need to add some additional ground pathing to make the model walkable. Otherwise one fix might be to use an invisible bridge.

    Posted in: Data
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    posted a message on WarCraft III Blight in SarCraft II?
    Quote from Templarfreak: Go

    @FunkyUserName: Go

    I can't replace creep because I still need creep and creep also slowly recedes when the source is gone and I think this is hard-coded? I basically want to make a mod similar to this but in StarCraft II. Blight and corpses are the only things I could think of that would be the hardest to remake.

    That doesn't necessarily mean you can't use creep. Just make it so the buildings themselves aren't the source. Use something like invisible "tumors"; that way you can also still affect the creep even after the main building is gone too.

    Posted in: Warcraft Modding
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    posted a message on Leaderboard - Misses score.

    One workaround you might be able to do it check for changes in unit kills rather than unit death.

    Posted in: Triggers
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