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Running with arrows

06-15-2008, 04:20 PM#1
Sunwarrior25
I'm recycling this thread. The current question is: "Can ability hotkeys be used while the Letterbox Mode is on?"
06-16-2008, 02:38 AM#2
PenguinEmperor
Um, make it a hotkey?
06-16-2008, 09:07 AM#3
Pyrogasm
And detect the spell cast or issued order.
06-17-2008, 03:19 PM#4
Sunwarrior25
As stated above, My movement trigger isn't perfect. Should I use a point? How can I implement a jump system for the ledges? How do I make sure that the pathing check doesn't fail, especially if it places the point/region in/beyond a pathing blocker, or in/beyond a space where the character just should not go?

My editor lagged a little after posting the trigger up in my first post, so refer to that for the trigger. I have the "run" ability set up already. And I've got 5 interior settings already (3 if you count that the starting houses have 2 floors).
06-17-2008, 04:50 PM#5
PenguinEmperor
From my experiences with FPS arrows, I've never had a problem with any of that.
06-18-2008, 01:50 AM#6
Sunwarrior25
I know, it's weird. Movement is blocked by ground units and structures, but not doodads...
Btw, I now have a basic NPC interaction using a modified Roar. I still need to implement a combat system, an inventory system, a menu system, a system that can handle non-linear data transfers between maps (lotta work there), 150+ critters, 70+ abilities, more maps, and a heck of alot more stuff.
... I'll just ask for help with the basics, as that's what I'm tackling first. Where were we? Oh! Pathing check. I don't know what I'm doing wrong, I really haven't changed the actual movement trigger since my last post, so...

EDIT: should I post the campaign? PM it to a trustworthy person? or just ask questions?
06-21-2008, 12:06 AM#7
Sunwarrior25
Sorry for the double post, but I have two questions:

A) What formula should I use to calculate the time it takes to travel the distance between two points with X movement speed? (I'm using Waldbaer's Jump System to jump down ledges)

B) How can I make my GUI pathing checks work properly? (Does it involve JASS?)

P.S. - How do you guys cross out your posts?
06-21-2008, 01:09 AM#8
Ammorth
My approach would be to use cordinates instead of regions. It would speed up the system quite a bit, and give you more control.

In your map, if you press g twice to get the small yellow grid lines, where 2 lines meet would be a "cell". Each cell centre is 128 units away from the other. So what you do is:

Get cell x and y
- Do this by Dividing x and y by 128, turning it into an integer, multiplying it by 128 and turning it back into a real. This will get you your x and y cell values.

Next, check for pathing. You can try creating an item at the spot and check if its x/y cords are the same. If they are not, something is in the way.

Once everything is good, just order the unit to move to the next cell:

if Up then
- move to x, y + 128

if Down then
- move to x, y - 128

if Left then
- move to x - 128, y

if Right then
- move to x + 128, y


As for detecting when there is a cliff, you could create a region over the cells where you can jump from. Then check if the point is in the region and if they are trying to move towards the ledge. Then, just jump them.

I hope this helps.
06-21-2008, 01:34 AM#9
Sunwarrior25
Sorry, my brain died for a moment.

Coordinates huh? So, If I make a Point variable instead of a region... Hmm... my brain died again... I better open my WE before I forget and read more comics.

EDIT: I'm using a periodic timer for the movement trigger, what I want to know is how do I get the time that I have to wait before I can reset the timer to normal. (you did help, I now don't have to worry about dragging a 128x128 region around the map :P)
06-21-2008, 06:35 AM#10
Ammorth
You can check when the unit enters a new cell (when the cell x or y changes) and then allow for another movement.
06-21-2008, 11:19 PM#11
Sunwarrior25
To save space, I'll be recycling this thread. My current question is: "Can ability hotkeys be used while the Letterbox Mode is on?"