| 05-27-2009, 12:42 AM | #1 |
Trigger terraining: Ok, I'm not sure if I should post it here or in the Terrain forum :D, but I'm guessing this one will be more fitting. Now, I'm trying to find all the possibilities and limits in making a terrain via triggers. I have some questions and stuff, may not be able to remember all the questions, so I will add them as I remember them. By terrain I mean everything visible in the map, ground, sky, fog etc. Ok, here are the things I've found out, I can:
Anyways, my questions are (or at least what I can think of right now):
Random questions:
I enhanced the text a bit, so it's maybe easier to read. As you answer, I will edit the first post and copy the answers there. Also, I will edit the first post if new questions pop up (you can also ask random questions here if you want, I can add them to the list in the first post). Btw, I realize this is a lot of questions, but I figured I should just lay them out totally random. |
| 05-27-2009, 01:23 AM | #2 | |||||
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| 05-27-2009, 01:48 AM | #3 | |
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Beware. Channel based spells cancel the animation once the cast point is achieved. A unit with a cast point of 0.00 will seemingly cast spells without any animation at all. Normally a unit who is ordered to cast a normal spell will play the animation and the animation will continue until either the unit was ordered to do something else, or the animation's duration has been reached. This is why I avoid channel based spells in favor of spells like chain lightning or roar. |
| 05-27-2009, 01:55 AM | #4 |
I've never experienced that problem before, rain, and I use Channel for a number of spells without any problems whatsoever. |
| 05-27-2009, 08:29 AM | #5 | ||||||
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Too bad :( Quote:
Yeah, it can't. But it's great for making triggered spell that don't need a buff or a missile art. Quote:
Er, yeah, but one tiny problem is that trackables can't be moved and units move all the time... I don't think RtC has a function for that, it just has for left, right mouse click and wheel. Nvm then. Quote:
I was just asking if it leaks, because it seemed to me that people are avoiding to use it, they often use expired timers instead. Quote:
Lol, yeah, for example there's just one use for IssueInstantTargetOrder (in PitzerMike's tut) :). Anyways, thanks for helping out, darkwulfv. I find your Weird Ability Guide really useful. Quote:
I'll keep an eye on that and I'll try to reproduce that bug. |
| 05-27-2009, 09:54 AM | #6 | |||||||||||||
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JASS:struct Deformation real x real y real radius real depth static method create takes real x, real y, real radius, real depth returns Deformation // create... endmethod method deform takes nothing returns nothing call TerrainDeformCrater(this.x, this.y, this.radius, this.depth) endmethod endstruct Quote:
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Other way I can think of is giving the unit no sight range at all, and have several dummy units with various sightranges who are instantly moved to the unit's position. Swap dummy units to get a different sightrange. There's also a night-elf upgrade infravision. Quote:
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JASS:local string imgpath = "" if GetLocalPlayer() == Player(i) then set imgpath = "MyImage.blp" endif call CreateImage(imgpath, x, y, ...) // note how the image is created for everyone, but invisible for all other players Quote:
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| 05-27-2009, 11:46 AM | #7 |
you know that Mac users wont be able to play your map AFAIK ... since those terrain deform natives cause Mac users to desync.. |
| 05-27-2009, 12:36 PM | #8 |
Also with GetLocationZ... |
| 05-27-2009, 01:18 PM | #9 | |
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| 05-27-2009, 01:23 PM | #10 |
There is a passive ability that can modify a unit's sight range called Item Sight Range Bonus, so you needn't use upgrades or dummy units for that. |
| 05-27-2009, 01:58 PM | #11 |
I'm at school, so the syntax on this might be a bit off. For detecting when the mouse is hovering over a unit in RtC, you could do something like: JASS:function IsMouseOnUnit takes real x, real y, real leeway, unit u returns boolean local real dx = GetMouseTargetX() - GetUnitX(u) local real dy = GetMouseTargetY() - GetUnitY(u) return SquareRoot(dx * dx + dy * dy) <= leeway endfunction And to use, something like this: JASS:function whatever takes nothing returns nothing local real x if IsMouseOnUnit(GetUnitX(GetTriggerUnit()), GetUnitY(GetTriggerUnit()), 30) then set x = 1 endif endfunction |
| 05-27-2009, 03:00 PM | #12 | |||||||
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I just remembered, what about Volcano ability? PitzerMike's tutorial mentioned it's the only ability that can create doodads. Maybe I can create them with dummy units casting Volcanos, though that might be limited. Quote:
Works. Thanks :D Quote:
Hmm what is the best way to disable drag-select? Is there a good way to disable selection so it doesn't show? Because if you just make a trigger that deselects the unit on selection, it will be selected for a moment, then deselected (which is bad). Quote:
Will test it soon. Quote:
I recall testing it, but I don't remember what it returned. I think it wasn't very logical. I will test it again soon. Thanks, Eleandor, you've been of great help. I added the answers to the first post. Quote:
*edited Thanks :D Quote:
I'm really sorry. I wasn't thinking about that. But like Dark Revenant said, that probably won't be the only thing desyncing. @busterkomo I need to detect when the mouse hovers over a unit, not is mouse on a unit. But thanks for help. In future, I don't think I'll use RtC for this map (since it's not stable yet and since people will have to get RtC to play my map). Btw, this is a really really stupid noob question, but what is that NewGen Warcraft thing? Also, do people have to have NewGen to play a map made in NewGen? |
| 05-27-2009, 03:32 PM | #13 | ||||||||||||||
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Also, use a thin wave deformation to create walls. Add pathing blockers, change terrain to a cliff style, and add some rocks? Quote:
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| 05-27-2009, 04:37 PM | #14 |
Terrain deformations are horrible and should never be used. They leak and there is no way to clear them. They also cause Macs to desync (as stated before). |
| 05-27-2009, 04:45 PM | #15 |
call EnableDragSelect(false, false) will diable drag select ... duh. |
