| 06-05-2008, 04:53 PM | #2 |
1. Disable normal movement. 2. When you select a unit, for each index a from -5 to 5 -for each index b from -5 to 5 set l = position of unit + (128 x index a) and (128 x index b) if l is in range of position on unit, create circle of power 3. Select circle of power to move. On number 2, use things like checking for terrain pathability, units in range of the position, destructibles etc. |
| 06-05-2008, 06:24 PM | #3 |
Just a few more questions: what is 5? How do I have different radii for different types of creatures (If I wanted to have that zergling move 9 squares/turn)? And how do I disable normal movement - make the "enemies" controlled by a neutral player? |
| 06-05-2008, 06:34 PM | #4 |
5 and -5 is the range. -9 to 9 would be a range of nine. |
| 06-05-2008, 06:42 PM | #5 |
And added to that, you must check if the point is in range of 128 x 9. To disable normal movement in a <6 player map, make alternative slots. In a 12 player map, set movement speed to 0 and make triggers for movement. |
| 06-05-2008, 06:45 PM | #6 |
Ok. Would the Ward classification help or hinder this system? EDIT: I'm not sure if this is true or not, but will units automatically try to attack a neutral player that is in a another force? EDIT2: Ok, I'm having some difficulty with the method, so you're going to have to write a slightly deeper explanation. I'm trying to check for the player's turn, I want to check and see if the unit has moved, and I want to do it with a dialog that is displayed with the Esc key. (should I check for 'no unit'?) |
| 06-05-2008, 10:43 PM | #7 |
Don't ask for so much. When you ask for help at wc3c, you get the theory behind something and a sample code snippet, not 50% of the system ready-made. As for the questions you asked in the above post, I would advise you to look through all of the conditions and actions to become familiar with them. |
| 06-05-2008, 10:48 PM | #8 |
Ok, well. I do know that checking to see if the point contains 'no unit' doesn't seem to let any circles be placed... |
| 06-05-2008, 10:59 PM | #9 |
Why the hell would you check for no unit? Check for the circles of power, man. |
| 06-05-2008, 11:03 PM | #10 |
Here is my current map I'm working on, Using Grid based movement system I made in Jass. Not for the feint of heart my coding isn't very user friendly :P but you might be able to get the gist of it. ----------------- Helpfull stuff----- ----------------- ESC key ends turn. Use the abilities to show tiles. Make sure to click the tile to attack/move. Arrow Keys control camera movement. Remember this map is in Alpha so far, it's my baby and I don't have all the stuff in it I want (Item systems etc) But I thought it might help you out bud. Download it BattleTactics0.01.w3x |
| 06-05-2008, 11:31 PM | #11 | ||
Quote:
Quote:
EDIT: Oh well... I'm going to work on the characters for now, then I'll come back to the system. EDIT2: I'm also going to redesign my terrain: It looks too much like A Link to the Past. Sorry Ghost, I'm not using your terrain either. |
| 06-06-2008, 02:31 AM | #12 |
I didn't want you to use my system dude. I uploaded it so you could see the theory and implementation of this kind of map. |
| 06-06-2008, 04:25 AM | #13 |
No. If no unit = true, then you can place a circle. But even that is wrong. This is what you'd do: set ug = units in 100 of point if number of units in ug = 0 create circle |
| 06-06-2008, 01:57 PM | #14 |
Oh... so that's what you meant. And Here I thought I was supposed to be checking for an Unit or Unit-Type. EDIT: Oops, almost forgot to +rep you guys. EDIT2: Could all of this work in GUI? |
| 06-06-2008, 02:15 PM | #15 |
I live for GUI, so yes. Just remember to call RemoveLocation in custom script every now and then. |
