| 05-27-2005, 11:51 PM | #1 |
I'm having problems with trackable, I'm using WEU coz I don't know JASS, and I want to like either hide, move or change the model of a trackable, sort of liek that extended inventory system, that used all those models, how would I do that? |
| 05-27-2005, 11:58 PM | #2 |
Trackables: - Don't work in multiplayer. - Can't be destroyed. - Can't change their model. - Were designed by blizzard to just test collision shapes of models What the guy of the extended inventory did was creating special effects on the places where invisible trackables where and switching the screen to another place of the map when using them. That makes it suck since you need to pause the entire game just for some eye candy that gets beaten easily with just Weaaddar's or Rod's bags gameplay-wise , that without counting weeaddar's Dt4A which actually kills the Full Screen Inventory and renders it in pieces. |
| 05-28-2005, 12:00 AM | #3 |
ohh so he used special effects and invisible trackables, okay thanks that's all I needed to know... rep given |
| 05-28-2005, 01:50 AM | #4 |
A while back I was messing with the notion of a multiplayer capable full screen inventory. My plan was not to use trackables at all - although, in a way, I would be. If you've noticed, clicking any part of a unit model selects that model - this got me thinking. I could setup a model that is flat and square when you look at it from above. Not to mention you can scale these units very small. I was able to fit a fairly nice size grid in a 1x1 square. And considering there is the event to trigger when a player selects a unit, combining this with the unit is in region x boolean would easily make sure it is a given player or whatnot. I didn't get too far on it, as I got sidetracked by real life. |
| 05-28-2005, 01:00 PM | #5 |
That would be horrible though, selecting units is no thing you can do easily and then you can end selecting many of them, and there is a bug with the selection event, when you have it for a long time on game it starts to freeze or desync. If I were to made a system I would use images and an unit that you have to order to smart (double click) on the images to detect the stuff. But Believe me when I say that these systems are 100% worthless |
| 05-28-2005, 02:20 PM | #6 | |
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| 05-28-2005, 03:04 PM | #7 |
Selection event really is worthless, I tried using it to prevent a unit from being selected and ordered about, but it had such poor responsiveness that I could actually order the unit something to do before it got deselected. My way around it was of course giving the unit locust, but now it doesn't show on the minimap and walks a bith through terrain, but it's ok... hmm, got a bit sidetracked... anyway, selection event is no good and I don't know anything about trackables. |
| 05-28-2005, 03:07 PM | #8 | |
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| 05-28-2005, 03:13 PM | #9 | |
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Anyway, it doesn't matter for me, I don't want the players to order anything to the unit because it's not really their unit, but neutral hostile units kept returning to their starting position so I had to use player units for this,... that's why it's also better that they don't display on the minimap, but it does bug me a bit that they walk through cliffs. |
| 05-28-2005, 07:15 PM | #10 |
Yeah, I didn't get far on that idea. It was already a pain to setup what I had, plus I had a better item system that I created myself long before. Too much hassle for too little gain more or less. |
