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Functions people should make

07-03-2003, 07:55 PM#1
dataangel
Now that we can make functions that will work anywhere (in the trigger editor, at the very top click the map's filename to see), and with the new custom script action, it would be cool if people started making functions to distribute. You'd just post your code, people would copy and paste it into that area, and then to use it they'd use the custom script action.

Not only that, but in preferences you can set it to create new variables as triggers are copy and pasted. This should make it very easy to make "trigger packs" that contain useful code that people can add to their maps.

Anyone else thought of this, or working on it?

Things people could do:

-Return unit X closest to unit Y
-Return unit X farthest from unit Y
-A debug 'suite' that contains all sorts of chat message triggers to help you debug your map, like display a units custom value or flying height, stuff like that.
-Dialog engines (SuperIKI, weaaddar)
-Voting systems for kicking players or setting the next map

I'm really most interested in stuff like "Return unit X closest to unit Y." It should be possible to make all sorts of cool new functions that should expand the new WE's possibilities.

Even better, if somebody could make a website for categorizing and uploading these, that would be uber cool. I myself don't have the time :(
07-03-2003, 08:04 PM#2
Hivemind
We would like to see some pick random unit functions. Like pick random unit from unit group but for region, range or of type. You can create this funtion through triggers but you have to go about indirectly and takes more setup than should be needed. It would be nice if we could do it in one line w/o setting up variables and whole triggers.

Another thing would be a create trigger function to deal with moving regions issues.
07-03-2003, 08:07 PM#3
dataangel
Quote:
Originally posted by Hivemind

Another thing would be a create trigger function to deal with moving regions issues.


Eh, moving regions are 99% of the time unnecessary if you do "unit group all units within range." Unless you've thought up something wicked :)
07-03-2003, 08:28 PM#4
Hivemind
Quote:
Originally posted by dataangel
Unless you've thought up something wicked :)


We are always thinking up wicked :cuss: .

In Hive's High Seas we will have boarding actions where one ship can board another and take it over. To do this we need to unload all units off each ship, create base crew units and move them all to the boarding action area where they fight. When the fight is over all units and ships need to be palced back on the main map just like they where when it started.

You are correct tho 99% of what ppl try to use moving regions for isnt needed. Ther are some uses for it however.
07-04-2003, 01:38 AM#5
dataangel
Quote:
Originally posted by Hivemind
We are always thinking up wicked :cuss: .

In Hive's High Seas we will have boarding actions where one ship can board another and take it over. To do this we need to unload all units off each ship, create base crew units and move them all to the boarding action area where they fight. When the fight is over all units and ships need to be palced back on the main map just like they where when it started.

You are correct tho 99% of what ppl try to use moving regions for isnt needed. Ther are some uses for it however.


You don't need to move regions for that ;)