| 06-25-2008, 10:26 PM | #2 |
Don't know why you have those 0.01 second waits, you should remove them. Also you leak some location ( well many in the second trigger since its every 0.02 seconds of the game ), suggest you look at some tutorials that teach you how to remove leaks. Also you don't have to have 2 separate triggers, just create a timer and start it inside the first trigger. Also I don't know why the problem occurs. EDIT: PM me if you need any help with the jump. |
| 06-25-2008, 10:31 PM | #3 |
idk those are there so u can actually do a last second thing be4 u actually jump, someone's chasing u, stun them then jump off a cliff, it's amazing if u can time it, and i'll go search for the tut thnx |
| 06-25-2008, 10:50 PM | #4 |
I think people would greatly appreciate their character would jump right away, because although you can stun at the last second, so can they, and you can always just stun before the jump. |
| 06-25-2008, 11:00 PM | #5 |
i read some of the tutorials about leaks, but i thought i got them, i removed the locations in the second one and did it again to the first one just in case it stopped in the the middle of the second one, none of them mentioned anything about having something that is every .02 second |
| 06-25-2008, 11:25 PM | #6 |
Trigger: Set Jumping[1] = ((Position of Jumper[1]) offset by ((Real(JumpDistance[1])) / 25.00) towards (Facing of JumpAngle[1]) degrees)Btw, .01 seconds will not give anyone any sort of time to do anything, and when you're trying to jump and you have .00001 seconds to do something before you actually jump, I doubt even hotkeys could allow your hero to react. |
| 06-25-2008, 11:40 PM | #7 |
there's .03 seconds but guess that wont do much unless single player anyways, taken out Custom script: call RemoveLocation( udg_Position of Jumper[1] ) like um...that? cause i thought Custom script: call RemoveLocation( udg_Jumping[1] ) covered that leak |
| 06-26-2008, 12:45 AM | #8 |
.03 is one 300th of a second. There is no way anyone could make a command in that amount of time. And I'm not sure if that covers the leak; I stopped using GUI a while ago so it's a bit different to me. |
| 06-26-2008, 01:23 AM | #9 |
but that's how i found the problem in the jump, if u change directions (spamming right click right after clicking the spell) the jump, it flys u away like 10 times the normal distance |
| 06-26-2008, 01:33 AM | #10 | |
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| 06-26-2008, 01:36 AM | #11 | |
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| 06-26-2008, 01:39 AM | #12 |
i think i 4got to mention this.... Everytime i use the jump, it's off, sometimes the unit lands right on target, sometimes the unit goes over the target or lands short of it, what is wrong with the triggers? |
| 06-26-2008, 03:30 AM | #13 |
Oh, I know. You need to pause the unit, and than unpause it, otherwise he will be walking during the jump. |
| 06-26-2008, 06:26 AM | #14 | |
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| 06-26-2008, 10:52 AM | #15 |
- Try having the periodic time raised a little to 0.04 or 0.05. - I don't know if waiting 0.1 seconds even registers. It probably waits a minimum of 0.25 seconds or anyways, rendering your calculations wrong - Same with the 0.01, that might be ignored and wait on the default minimum of 0.25 seconds - With 0.25 seconds rather than 0.1, your unit will fly twice if not more than twice as far |
