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Custom Spell, Trigger, and Object Help

11-16-2003, 04:19 AM#1
zwing
Sorry if this is in the wrong forum
I have 4 questions.
1) How do I create a spell for a unit that creates an building right in front of the unit?
2) How do I make an acolyte based custom unit move in increments of the same size of a blacksmith [pathing for the blacksmith, hunters hall, etc...]
3) How do I make 1 specific type of unit move by the arrow keys -> move right, <- move left,^ move up, and the down arrow key move down.
11-16-2003, 05:19 AM#2
Cubasis
1) Your best bet would be just the simple spawn spells, like a summon water elemental that spawns a building type, but i would bet that this would screw up and you need to spawn it with triggers and keep control of it.

2) Not really sure what/why you would want to do this. As it would be really ugly, what it sounds like is that you want the unit to?....while walking, to jump every 128 steps (each tile is 128)...this would not work all that well, but it'd be possible i guess, but would require some smart algorithms.

3) Again, this is easy to make, but it's hard to make right. Firstly, Warcrafts events clearly suck, most of them include a tiny 0.25 second lag-time before shooting the trigger, and can be incredibly annoying for precision work. So heavy-used arrow-control is hard using wc3's events, But it's still possible, it'll just be rather uncomfortable. What you would do is have a boolean key on/off that would represent the 4 arrows and would be set when the different events happen, and then you'd move the unit respectively. I remember seeing a tutorial-map with this, and your best bet is to find it. I think it may be in the tutorial forums.

Cubasis
11-27-2003, 01:14 PM#3
Aristotle
I made the arrow thing once myself, it's really pretty easy once you know what you're doing.

Arrow key is pressed down, tell unit to move in a direction until arrow key is released. Left and Right can be turn left/right or strafe left/right, I found that making it a turning function was much easier because I couldn't get the unit to strafe, and I couldn't change figure out what the old forward was after the unit turned. Melding forward/backward with turning is tricky. You have to arc your target point left/right from a forward direction to get the same effect, but moving backwards like this is pretty much impossible. I haven't seen the tutorial but it might have a better solution.
11-27-2003, 05:32 PM#4
Cubasis
Yes, i have seen this before myself, in fact i've seen all kinds of arrow movement going on. But in short, it's not all that good gameplay wise, the control will almost always be tedious, at best... at LEAST if it's a battle.net mod, as then the wait/lag time between pressing a button and it actually doing something is too bad, atleast when "turning", as it may take some time to face the correct direction when you're planning almost a second in advance.

But it's not impossible, f.ex. single player mods "can" do this so it doesn't suck, and i have in fact seen it done in multiplayer where it works pretty well. But then it was quite different, then it was a mech-type movement where up and down accelerated/deaccelerated (and went backwards if you pressed down enough), and left or right buttons made the mech rotate while still walking. This worked quite well, as normally you only had to think about rotating the mech, as it moved on it's own.

But anyhow, i'm not trying to be a party-pooper, i'm just trying to give a few suggestions, that in the end, (atleast in a multiplayer map) Keyboard control will detract from the gameplay experience that the player gets.

Cubasis
11-28-2003, 01:52 AM#5
Aristotle
When FPS mod comes out, that third party program they are using to track the position of your cursor will probably be the best way to make all further FPS games, if they do their mod good we could probably have hundreds of great WC3 total conversion FPSs which would be damn cool.