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How to remove tooltips?

01-12-2004, 07:09 PM#1
Quetz2
(topic)

I'm trying to figure out how th15 worked his weapons system in Tank Commander. I've had barrage suggested, and the only logical thing I could think of was to use triggers to move a unit around with the tank, and let the unit fire automatically.

If anybody knows or has an idea as to how he got it working like he did, could you please let me know?
01-12-2004, 07:13 PM#2
AllPainful
Why not ask him?

Its not Barrage, because barrage will only fire while stationary..

It might be Phoenix fire, as that can fire while moving...
01-12-2004, 07:52 PM#3
Quetz2
I've tried finding him a few times, nothing, and I assume he doesn't get on with the name th15. Plus, if it were me I wouldn't feel like answering questions like that. Meh.
01-12-2004, 08:19 PM#4
AllPainful
Nathanmx is right, heck, I PMed him last night on this site and he replied this morning. And yes, he has a Marine for his Avatar.

He is on this site with the same name: th15

He does have a forum for his map too, but its on a link blocked site (meaning if you type the link in this forum it comes up as *********.com)

Here is his Profile:

http://www.wc3campaigns.com/forums/m...o&userid=25863
01-12-2004, 08:52 PM#5
Quetz2
How about that.....

I'll message him.

And you have to have played the game to know what the weapon system is like.
01-12-2004, 08:53 PM#6
AllPainful
I have played the game, Great game... matter of fact that PM I mentioned I sent to him was feedback on that exact map.. :D
01-12-2004, 08:58 PM#7
Quetz2
Indeed it is a very great game, althought a bit unbalanced for the dwarves I thought. They have no really good tanks to set their sights on.
01-12-2004, 09:05 PM#8
AllPainful
I don't thinks it unbalaced, I normally play as the dwarves, and have won many games. But it is definatly a good game.

BTW his website (with a link to the Tank Commanders forum) = http://th15.dark-halo.com/war3/
01-12-2004, 10:52 PM#9
sniper1006
Oh...Quetz2...Pheonix Fire works, no tooltip either...i had it told to me by Vexal in the Clan MaP channel You can fire Pheonix Fire while moving.
01-13-2004, 12:53 AM#10
Quetz2
Thank you. I was actually sitting in that same channel earlier emote_sweat
01-13-2004, 12:53 AM#11
th15
Yell loud enough and i'll hear :) It's no big secret. To my knowledge Mechwarrior is the first map to use something like this. The other map that has done this is Battleship Command.

In the object editor, all the turrets are actually units with a " .mdl" as its model. That is a blank space. The way WC3 works, any error in the model file leaves the unit unclickable and invisible (shadow still shows though so you gotta set that to 0). Scaling value still works, thats how i get some projectiles to look different (The gatling gun is the barrage missile at 0.3 scaling IIRC)

After that, it all boils down to one trigger. How you code this is very important because it runs very often. If not done right it can cause massive amounts of lag (If you play any of the versions of my map before v0.83 you'll notice that after a full game your computer will either take very long to return to Bnet screen or simply crash). That said, this is basically what the trigger looks like.

Also, all animation time has to be set to 0. This means cast time (some of my weapons cast spells) and the attack animation time. IF you do not do this the trigger will move the turret while it is still attempting to shoot and nothing will happen.

Code:
Event:
Every 0.5 seconds

Condition:
n/a

Actions:
Player group- For each player in Existing Players
                 do: Set temploc = Position of PlayerHero[Player number of Picked player]
                       For loop integer 1-9 do:
                       Move PlayerTurret[For Loop Integer A] to position temploc

Remove point temploc

This is just the basic code. The actual one is a fair bit longer because i give the guns a small random offset so it actually looks like you've got a few of them if you buy a boxful of the same type. LtGrater helped me write a CreateJiggledLocation JASS function that i use.

This trigger moves all of the invisible turrets to the location of their respective tanks every 0.5 seconds. You'll notice that i used temploc instead of refering to the position of the tank directly. This is very important because otherwise the trigger will leak 9 positions for each tank every 0.5 seconds, that will eventually cause a lot of lag after about 30 minutes of play. The Remove Point action is a UMSWE add in but you can write it in JASS too. Check the JASS vault for why and how to do this.

Pheonix fire does work, but its a stupid amount of add/remvoe ability triggers for something like this and it doesnt do half the amount of acrobatics my turrets do. Theres no easy way you could create the thunder whip or the mini-mine launcher with pheonix fire.

Well good luck with your map.
01-13-2004, 12:59 AM#12
Hunter0000
Quote:
Originally posted by th15
Yell loud enough and i'll hear :) It's no big secret. To my knowledge Mechwarrior is the first map to use something like this. The other map that has done this is Battleship Command.


My older map, called "Sea Warfare" also use this system, just to clear things up :P

If you do a search on it you can see my triggers as well(its unprotected, so others can mod it)
01-13-2004, 11:19 AM#13
Quetz2
Thank you th15. I noticed that Battleship Command has basically the exact same weapons system and gameplay as TC. Is that a map of yours too?

Now that that question's been answered, I'm gonna try and get back on topic:

Is there a way to remove tooltips?
01-13-2004, 11:23 AM#14
th15
If you want to get rid of tooltips COMPLETELY you can modify the gameplay interface fields that have to do with tooltip background images and replace it with a blank.blp (one of the other backgrouns use a blank.blp, you just copy it over). I did this to get transparent multiboard and menus. If you do this to tooltips and enter no text, you can make tooltips completely disappear.

And no, Battleship Command was done by SentryIII and has considerably different gameplay, for one thing i chose to restrict my weapon ranges to ~1000 whereas weapons in BC can go up to range 3000.
01-13-2004, 11:29 AM#15
Quetz2
Thank you once again.

Nice response time:bgrun: