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How to make LocalPlayer Trackables?

08-19-2009, 08:34 AM#1
Anachron
Hey, I have a small problem. I have a window which has trackables for each player, while images are diffrent and functions have to be able to get the Triggerings player track.

Does GetTriggerPlayer() return to the Trackevent player, or how else can I get the trackable event player?
08-19-2009, 08:50 AM#2
Zandose
Here's an old tutorial on them from KaTTaNa: http://www.wc3jass.com/viewtopic.php?t=1997

The basic idea is to create seperate trackables for each player, store them into a list with a second list right alongside them with which player it belongs too.

If you want to use the same area for all trackables you need to pull a trick. Follow the above instructions but use the GetLocalPlayer() trick to change the model path used to black for everyone but the player you want.
08-19-2009, 08:51 AM#3
Anachron
Hmm, well, I already knew that, no other way to get the Tracks Event player? :(

EDIT:
By the way, are Trackables WITHOUT model path (no model) be able to be tracked by other players, or not?
08-19-2009, 09:02 AM#4
Zandose
Quote:
Originally Posted by Anachron
By the way, are Trackables WITHOUT model path (no model) be able to be tracked by other players, or not?

No. I believe hitting a trackable with a mouse depends on the area that the model takes up. No path/model, nothing to click.

Btw, are you planning on using a little or a lot of trackables? I've noticed the game lags if you fill up like a 32x32 map with trackables (128 distance between them). Also, instead of a array lookup you may find it better to use a H2I method (updated for the patch method).
08-19-2009, 09:03 AM#5
Anachron
Great, seemsto be not that ugly as I thought.
08-19-2009, 09:36 AM#6
Fledermaus
Quote:
Originally Posted by Anachron
Hmm, well, I already knew that, no other way to get the Tracks Event player? :(
Ask blizzard to fix it :p
08-19-2009, 09:41 AM#7
Anachron
Quote:
Originally Posted by Fledermaus
Ask blizzard to fix it :p
I will, you up for a survey?
08-19-2009, 11:19 AM#8
DioD
create trackables and different locations for different players soo players can trigger only they own trackables.
08-19-2009, 12:24 PM#9
Anachron
10 Players = 10 Windows = 10 Areas to use?
08-19-2009, 12:42 PM#10
DioD
10 sets of trackables.

single window

single area to use

trackables located outside camera bounds for all players expect its owner. (ajust x and y via local player)
08-19-2009, 12:53 PM#11
Anachron
Collapse JASS:
struct Window
   public stub method createTracks takes nothing returns nothing
endstruct

struct SkillWindow extends Window
   public method createTracks takes nothing returns nothing
   endmethod
endstruct

Why doesn't this overwrite the stub method?

Edit: Oh nvm, I forgot the endmethod.
08-20-2009, 07:52 AM#12
Fledermaus
Why create them in X different places when you can just change the path locally for each player when you create them?
08-21-2009, 05:17 AM#13
azlier
The "correct" way to create a local trackable is to blank the model path locally.

I also wrote a system that makes trackables easier. I highly recommend it over LHV.
08-21-2009, 07:33 AM#14
Anachron
You know that I am also dhk_undead_l there? I made a window system aswell: Wc3 Window System with trackables for local players