Hi people! i Currently have 2 problems with the map im working on, the
first one is that i need a unit to check cliff height a little in front of him at an constant intervall. and die if the cliff level is higher or lower than what he currently is on. if someone could help me do this in DATA EDITOR i would really be delighted! this one i have no clue whatsoever how to do.. i know you can make it check the cliff height at some point using validators but how to make it right is superior 2 me rright now.
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second one i'll problably be able to solve myself but wont be able to in a couple of days atleast, so i might aswell ask if someone got a bright idea how to make it as simple as possible.
the thing thats not working properly is a grappling hook similar to the one in Zelda Wind waker(basically a rope you can swing forth and back on with some gravitation and such, and if you dont swing it and lets it stop and hang you can change direction to swing) the problem are this:
im currently using a speed variable to trigger how quickly the unit swings(moving *speed var* every 0.3 second) and i need a smart way to know EXACTLY when the grapling point is behind or in front of the unit.
since im currently using a move unit by *speed var* trigger its getting messed up if i use a region: when you move too fast you might pass the region without the "unit enters region" trigger going on, and it messes up if you move to slowly and dont leave the region either(the gravity change dir when you enter the region currently, making a unit that dont swing enough to leave the region get stuck in a loop and just keep moving the wrong direction)
for the first problem you need to use a cliff hight validator. ou would do thisby when the ability is used, youd make a persistent, with an ofset of (0,-4). the -4 is just how far in front you want to check so you can change that to suit your distance. then use a cliff hight validator of must be equal to. that will check to validate it is the same level.
for your 2nd issue i dont really know how to help as im not getting how its all set up or whatnot. if you posted a small example of just the issue youre having i would be glad to try to help with that.
thank you very much ezbeats.
I actually got the hookshot to work wile looking at the trigger once more :)
The problem with the hookshot was: when entering the region of the hookpoint, i had set the swingspeed(real variable) to go to zero if the swingspeed where within bounds -0.2 to 0.2..
the problem was that i used within bounds and CONVERTED the REAL variable swingspeed to integer, making it to within -0 to 0 i guess. really stupid mistake, wont make it again :) think i did it it wc3 editor once aswell though...
about the cliff height thing i wont get it 2 work.. im not good at all with the data editor.. i use a unit as a bullet, that looks for enemies every blaha and hurts them and dissapears when found... its this unit that shall die when in contact whit a different cliff height...
i tried setting the offset(final, initial and expire) to x0 y-1 and x0, y1.
i used clifflevelequal (unknown) as an effect validator and as periodic validator(which i also tried setting to "not dead" first) periodic count to 5 and durations to 1 and just to test effect final to suicide kill self... the create persistant effect where applied upon the creation of the unit-bullet,
which has a mule timed life on it aswell.
the result where the bulelt-unit dying in seemingly random circumstances...
thank you again ezbeats, seen you help alot of people around here :)
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Hi people! i Currently have 2 problems with the map im working on, the
first one is that i need a unit to check cliff height a little in front of him at an constant intervall. and die if the cliff level is higher or lower than what he currently is on. if someone could help me do this in DATA EDITOR i would really be delighted! this one i have no clue whatsoever how to do.. i know you can make it check the cliff height at some point using validators but how to make it right is superior 2 me rright now.
-second one i'll problably be able to solve myself but wont be able to in a couple of days atleast, so i might aswell ask if someone got a bright idea how to make it as simple as possible.
the thing thats not working properly is a grappling hook similar to the one in Zelda Wind waker(basically a rope you can swing forth and back on with some gravitation and such, and if you dont swing it and lets it stop and hang you can change direction to swing) the problem are this:
im currently using a speed variable to trigger how quickly the unit swings(moving *speed var* every 0.3 second) and i need a smart way to know EXACTLY when the grapling point is behind or in front of the unit.
since im currently using a move unit by *speed var* trigger its getting messed up if i use a region: when you move too fast you might pass the region without the "unit enters region" trigger going on, and it messes up if you move to slowly and dont leave the region either(the gravity change dir when you enter the region currently, making a unit that dont swing enough to leave the region get stuck in a loop and just keep moving the wrong direction)
for the first problem you need to use a cliff hight validator. ou would do thisby when the ability is used, youd make a persistent, with an ofset of (0,-4). the -4 is just how far in front you want to check so you can change that to suit your distance. then use a cliff hight validator of must be equal to. that will check to validate it is the same level.
for your 2nd issue i dont really know how to help as im not getting how its all set up or whatnot. if you posted a small example of just the issue youre having i would be glad to try to help with that.
thank you very much ezbeats. I actually got the hookshot to work wile looking at the trigger once more :) The problem with the hookshot was: when entering the region of the hookpoint, i had set the swingspeed(real variable) to go to zero if the swingspeed where within bounds -0.2 to 0.2.. the problem was that i used within bounds and CONVERTED the REAL variable swingspeed to integer, making it to within -0 to 0 i guess. really stupid mistake, wont make it again :) think i did it it wc3 editor once aswell though...
about the cliff height thing i wont get it 2 work.. im not good at all with the data editor.. i use a unit as a bullet, that looks for enemies every blaha and hurts them and dissapears when found... its this unit that shall die when in contact whit a different cliff height...
i tried setting the offset(final, initial and expire) to x0 y-1 and x0, y1. i used clifflevelequal (unknown) as an effect validator and as periodic validator(which i also tried setting to "not dead" first) periodic count to 5 and durations to 1 and just to test effect final to suicide kill self... the create persistant effect where applied upon the creation of the unit-bullet, which has a mule timed life on it aswell.
the result where the bulelt-unit dying in seemingly random circumstances...
thank you again ezbeats, seen you help alot of people around here :)