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The System Request Thread

01-08-2008, 07:52 PM#1
xombie
System Request Thread by xombie

In Warcraft III modding, sometimes you find yourself upon a problem that is a little beyond you. For a specific example, look at Damage Detection. Now, even though this may be a necessity for your map - you find yourself unable to put it together how you would like it to be put together. This is where I come in.

I am volunteering my services to create simple (anything too complex will typically be left until I have completed all other smaller requests, because that is the most time efficient) systems and helpers (example: knock back) that are pretty easy to implement into your map. Because of the nature of this, super specific requests may be left out altogether.

Rules
  • In most cases, I will only work on one (maybe two) systems in the duration of a week.
  • If a system is too specific, I probably will not get around to making it.
  • Every system I make in this thread is open to public download.
  • Systems requiring a lot more time to complete are lower in priority.

Standards
  • I use the Jass NewGen Pack and code using the vJass syntax.
  • If alternate resources are required (example: TimerUtils) then I will try to use the ones provided by this site.

If there is anything I have missed then I will try to keep this first post updated with the most recent rules/standards. I will also try to keep it updated with the systems I have completed thus far.
01-08-2008, 09:58 PM#2
MaD[Lion]
there is a system i want, a system that can handle regex patterns :P would be awesome with regex in wc3
01-08-2008, 10:06 PM#3
xombie
Lol, you're serious?
01-08-2008, 10:07 PM#4
moyack
regex is ... regular expressions??
01-08-2008, 10:25 PM#5
cohadar
I think we need some form of system that can transfer variables from one function to another man.
Some form of system that has like gluing super powers man.
something to hook variables to other variables .
But it must be able to hook all types of variables to other variables,
you never know when someone is going to need to stick a unit damage type to a dialog button variable, that shit could happen man.
And man it must totally own gamecache in speed man,
I mean like really own that shit.
That would be like totally awesome man. *smokes dope*
01-08-2008, 10:30 PM#6
xombie
Wow just my luck I get the JASSers who could probably kick my ass in a code-off (???) requesting things.

I'll work on the super gluey powers thing though. Man.

*edit*

Don't we already have thousands of data-attaching systems in the resources section? I'm pretty sure PandaMike has one out there and then there's ABC Struct Attachment System. I don't get it there's no native EnableVariableGlueyPower. And yes, regex is an abbreviation for regular expressions but that is not a system, unless you plan on typing out your code and compiling it while in a game?

Seriously though - I am looking for some starter projects to get working on because I'm bored out of my face.
01-09-2008, 10:48 AM#7
MaD[Lion]
If you are bored of your face hmm... try to hide it :D

Ok i got an easier request, this is just simple, not a system, but more like a function:

If u have camera A, and u are looking from A's view, you have 1 unit, and wherever u order this unit to walk to, the camera will face that spot. with facing i mean it must take acount in all X,Y and Z axis.
The position of camera eye must remain still, it will onyl rotating around facing the locations u order the unit to move to
01-09-2008, 10:28 PM#8
Ammorth
I made a "Zelda Camera" where the eye is dragged along by the unit. When the unit move back on itself, the eye would move backwards and away from the unit, to one side or another. It felt very natural but sadly I junked it because my movement method wasn't working properly and it was going to work in tandem with it.
01-10-2008, 12:17 AM#9
xombie
Quote:
Originally Posted by MaD[Lion]
If u have camera A, and u are looking from A's view, you have 1 unit, and wherever u order this unit to walk to, the camera will face that spot. with facing i mean it must take acount in all X,Y and Z axis.
The position of camera eye must remain still, it will onyl rotating around facing the locations u order the unit to move to

Sure that sounds like a reasonable system - I'll make it so that you can assign the camera to a unit, and have all 12 players' cameras operate on a single timer. Sound good?

Alright well regardless of it sounds good or not (you took too long!) I've completed the system as I said I would - I hope you like it. If you notice any bugs or anything like that then just notify me so I can fix it and update it. It is a stand-alone system, so you just need to copy and paste the library into your own map and you can use the functions that I've included. If you want to apply the "autocamera" for a player that has already had his "autocamera" applied then you don't need to worry about releasing it, the system will take care of it. I hope you enjoy.
Attached Files
File type: w3mAutoCamera.w3m (25.4 KB)
01-10-2008, 03:36 AM#10
xombie
Alright, the system (and the attachment) have been updated to properly lift the height of the camera. I found that when a unit is going down-hill it is actually harder for the user in terms of visibility if the camera height is adjusted, so I just don't let the ZOffset change unless the unit is going on an uphill, which is probably the most desirable.

*sigh*

There are still some bugs with extremely large cliffs practically dead-dropping. I really really hate the way WarCraft cameras work, they are an actual object that follows terrain it is ridiculous. I will keep working...
01-10-2008, 09:59 AM#11
cohadar
Quote:
Originally Posted by xombie
Wow just my luck I get the JASSers who could probably kick my ass in a code-off (???) requesting things.

I'll work on the super gluey powers thing though. Man.

*edit*

Don't we already have thousands of data-attaching systems in the resources section? I'm pretty sure PandaMike has one out there and then there's ABC Struct Attachment System. I don't get it there's no native EnableVariableGlueyPower.
Roflmao.

http://en.wikipedia.org/wiki/Irony
01-10-2008, 02:26 PM#12
MaD[Lion]
xombie tat was not what i wanted. What i wanted was not that the camera eye should follow the unit.
What i wanted was a camera That is placed in 1 spot. ...
Imagine that you hold a video camera, and you are not allowed to move. You can only turn around, up down or side to side. And the locations you order this unit to move, is where you will face.

But not bad system that over there... just not exact wat i wanted. my bad in explaination
01-10-2008, 05:18 PM#13
xombie
Sorry about that - I will work on your actual submission when I get home. I was kind of bored and you weren't responding to clarify so I just went ahead, I'm sure somebody will find use to the AutoCamera.

So, just to clarify again, is this camera locked on this unit or is the unit moving just a dummy so that you can direct the camera as to where to face?
01-10-2008, 10:03 PM#14
MaD[Lion]
yes this unit is just a dummy so u can direct the camera. it can be a spell or watever. But simplest is moving orders
01-10-2008, 10:13 PM#15
xombie
And did you say you only want the move-order to control the rotation of the camera, then have ZOFFSET and such calculated by the height of the camera's target?