| 07-28-2007, 10:41 AM | #1 |
Problem 1! When moving units to a location to imitate missile effects, they appear to hug contours of the terrain. I think someone said if you use: Trigger: Unit - Move My_Unit_Variable instantly to (Point((X of ((Position of My_Unit_Variable) offset by 10.00 towards (Facing of My_Unit_Variable) degrees)), (Y of ((Position of My_Unit_Variable) offset by 10.00 towards (Facing of My_Unit_Variable) degrees))))Rather than Trigger: Unit - Move My_Unit_Variable instantly to ((Position of My_Unit_Variable) offset by 10.00 towards (Facing of My_Unit_Variable) degrees)It will not hug the contours of the terrain. I would like to clarify if using the X-Y coordinates will ignore contour hugging but still move the unit and possibly if I don't have to clean up a leak using the X-Y coordinates. Problem 2! Is there a custom script condition to check for the height of a point in the terrain? I have UMSWE so I can GUI any condition I feel necessary. Problem 3! How exactly is missile speed measured? Pixels moved per second? Problem 4! Last time I made a *more advanced* laser tag map, I used an artificial missile collision system by giving a set of units something like... Trigger: Unit - A unit comes within 100.00 of My_Unit_Variable 0000 <gen>And I gave the laser units the Damage Upon Death ability... I faced a very peculiar problem that the units would deal damage, but would not have any ownership sources... allied heroes did not gain experience from deaths and my test messages did not have a name to display for "Owner of Killing Unit" My problem here is do I have to trigger the damage from a more permanent source, or am I using the wrong things? If I'm using the wrong things, what do I use instead? ___ Those are my problems for now, I hope for positive responses, and thanks ahead! |
| 07-28-2007, 11:11 AM | #2 |
1) you have to use SetUnitX\Y natives, jass only 2) GetLocationZ() - return real jass only 3) Hardcoded range per second, if your unit have 600 attack range - 600 missile move speed == hit after second. This called patching cells, not pixels. 4) Use damage upon death from goblin mines. |
| 07-28-2007, 11:26 AM | #3 |
For GetLocationZ... would it be something like... JASS:GetLocationZ(udg_TempPoint) I don't know, I don't use JASS, I need a condition example of it of something like... Gets the Z of TempPoint and if it's equal to or less than... ___ I have no clue on how to use JASS for things other than memory leak fixing, so I need something like an example of what I'm trying to do... moving a unit in relation to it's facing angle... |
| 07-28-2007, 10:05 PM | #4 |
Well, you have to pick apart the PolarProjection stuff to get new x/y coordinates, like so: JASS:NewX = OldX+Distance*Cos(Angle*57.2958) NewY = OldY+Distance*Sin(Angle*57.2958) Trigger: ![]() Set Your_Unit = However_You_Get_Your_Unit![]() Set Distance = 5.50![]() Set Angle = Facing of Your_Unit![]() Custom script: call SetUnitX(udg_Your_Unit, GetUnitX(udg_Your_Unit)+udg_Distance*Cos(udg_Angle*57.2958))![]() Custom script: call SetUnitY(udg_Your_Unit, GetUnitY(udg_Your_Unit)+udg_Distance*Sin(udg_Angle*57.2958))As for GetLocationZ(), you'd probably do this: |
| 07-29-2007, 05:59 AM | #6 |
A 0.01 second repeating timer is completely unnecessary. 0.03 or 0.04 at least will be sufficient. |
| 08-01-2007, 09:03 AM | #8 |
[OffTopic]I never understood 'complex GUI', why would someone continue to use GUI when they know jass and know that jass is better?[/OffTopic] |
| 08-01-2007, 09:21 AM | #9 |
Because he uses Mac OS X and there's not much motivation to learn JASS because you can't use vJASS or have a decent syntax checker. |
| 08-01-2007, 09:33 AM | #10 | |
Quote:
Hahahahahahalolhahahaha did you read the first few posts? Pyro is very correct about why I don't want/feel like learning JASS. Though it would be very nice if someone could back up onto the topic and tell me why my move system is being retarded... Oh yeah, on some parts after the curl-glitch is finished, the unit may travel backwards... |
| 08-01-2007, 09:42 AM | #11 |
Wow, I didn't even notice that there was a problem; didn't see your edit. At any rate, there does not appear to be a flaw in your trigger, so I don't know what the error is... You are leaking a location with the SFX, though. And it would be more optimized if you simply did this: Trigger: ![]() Set ReaAngle = ((Facing of UniMove) x 57.2958)![]() Custom script: call SetUnitX(udg_UniMove, GetUnitX(udg_UniMove)+udg_ReaDistance*Cos(udg_ReaAngle)) ![]() Custom script: call SetUnitY(udg_UniMove, GetUnitY(udg_UniMove)+udg_ReaDistance*Sin(udg_ReaAngle))EDIT: You don't have any triggers that set a unit's facing? Anywhere? The fact that there are 2 symmetical curls would suggest that you do. |
| 08-01-2007, 09:44 AM | #12 |
At your edit, what exactly do you mean triggers that set a unit's facing? Force them to look somewhere? I'm just setting up the main frame of the movement so far... |
| 08-01-2007, 09:48 AM | #13 |
Any trigger that set's a unit's facing or orders your dummy units to cast a spell anywhere (which would cause it to face that point). Issuing point orders at places, etc.. Things like that. |
| 08-01-2007, 10:47 AM | #15 | |
Mac OS X Macs sucking... i dunno who need them. PCs owns. if you are "gamer" never buy a Mac... Quote:
vJass making people less thinking aka makes them stupid. it's a known fact. but it's makes many things more handly in expirienced hands. |
