I believe that the row associated with a player does not change, all that changes is where it is shown. So if it was player 8 who scored a kill in your game and he got bumped up to position #1, I think you still reach that player through row 8.
Nope, I stand by my earlier statement until clear evidence is presented! I was unable to produce a shorter interval than 1/16s. Please explain your view on this.
Pardon for going off-topic, was the OP's issue resolved?
Hey. Firstly, 0.0625 seconds is the shortest interval you can have, anything below that only gets rounded up.
I experienced a similar issue a while ago. I eventually fixed it by rotating the unit before moving it. I'm just guessing that you might have it the other way around (you move the unit and then rotate it).
Most curious! I have that in one of my maps and it does work. Aha, but wait! I forgot the action to clear selection for the player before it can reselect. I've attached a map for you.
I too hope that this latency issue will eventually be resolved, for this looks to be able to entertain plenty on battle net.
Also
Quote:
Well...I got the camera for my TPS working, but its very very clunky looking. Because Im panning it instantly every 0.001 seconds, it looks really bad. And you might want to include something about the HUD. But seriously, do you have any quick tips for getting smooth camera movement?
Any seconds or milliseconds are automatically rounded up to the upper 1/16 of a second, is it not? Hence the shortest interval you can have is 0.0625 seconds. Using loops quicker than that (say 0.001 as in the quote) will only round it up to 0.0625 seconds. Right? Back in Warcraft 3 I believe this number was even smaller or it worked some other way. I don't know why it works like this now but it's mighty annoying when trying to make a proper TPS camera.
I'd like to consider my http://www.sc2mapster.com/maps/hexd/ to be alright for solo-play while the beta is down. Spent quite some time fixing AI for it.
You can have several maps open at once and easily swap between them through 'Window' menu, just like in WE. Also, to see triggers from 2 maps at the same time I usually take a screenshot of the first and paste it in a quick program like Irfanview and place it next to the trigger editor with the other map's triggers.
Hello everyone - as the title says I'm a bit puzzled by the lack of hashtables or its equivalent (at least from what I've gathered). Could anyone more experienced in these matters enlighten me about this please? :( I grew so fond of Hashtables while mapping in Warcraft 3 and now I'm finding it hard to make anything decent without them.
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I believe that the row associated with a player does not change, all that changes is where it is shown. So if it was player 8 who scored a kill in your game and he got bumped up to position #1, I think you still reach that player through row 8.
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It sounds like you're making it a tad too complicated, the blend thingy has always made it look smooth for me. I'm at a loss of ideas now. :(
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Nope, I stand by my earlier statement until clear evidence is presented! I was unable to produce a shorter interval than 1/16s. Please explain your view on this.
Pardon for going off-topic, was the OP's issue resolved?
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@progammer: Go
Whoa wait what?! :o *rushes off to test this*
I sincerely hope that I'm mistaken in my earlier statement!
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Hey. Firstly, 0.0625 seconds is the shortest interval you can have, anything below that only gets rounded up.
I experienced a similar issue a while ago. I eventually fixed it by rotating the unit before moving it. I'm just guessing that you might have it the other way around (you move the unit and then rotate it).
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@Redfox777: Go
Most curious! I have that in one of my maps and it does work. Aha, but wait! I forgot the action to clear selection for the player before it can reselect. I've attached a map for you.
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There is an event for when a player deselects a unit. This should work:
You need to have a unit array with each player's hero.
Hope it helps!
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That is one good looking video, gj!
I too hope that this latency issue will eventually be resolved, for this looks to be able to entertain plenty on battle net.
Also
Any seconds or milliseconds are automatically rounded up to the upper 1/16 of a second, is it not? Hence the shortest interval you can have is 0.0625 seconds. Using loops quicker than that (say 0.001 as in the quote) will only round it up to 0.0625 seconds. Right? Back in Warcraft 3 I believe this number was even smaller or it worked some other way. I don't know why it works like this now but it's mighty annoying when trying to make a proper TPS camera.
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Was thinking a bit of the same as SystemSe7en, but slightly less harsh. ;o
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Speaking of bugs, I'm a bit puzzled by the polls. :o
For example: http://www.sc2mapster.com/maps/hexd/polls/which-of-the-following-specializations-do-you-prefer/
Right now the % of the votes are:
1. 36.4%
2. 36.4%
3. 0%
4. 45.5%
5. 18.2%
6. 0%
That makes a total of 136.5%.
This is how it should be looking:
1. 26.7%
2. 26.7%
3. 0%
4. 33.3%
5. 13.3%
This equals to 100%, as it should be - or am I missing something here how the polls work?
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I'd like to consider my http://www.sc2mapster.com/maps/hexd/ to be alright for solo-play while the beta is down. Spent quite some time fixing AI for it.
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You can have several maps open at once and easily swap between them through 'Window' menu, just like in WE. Also, to see triggers from 2 maps at the same time I usually take a screenshot of the first and paste it in a quick program like Irfanview and place it next to the trigger editor with the other map's triggers.
0
Hello everyone - as the title says I'm a bit puzzled by the lack of hashtables or its equivalent (at least from what I've gathered). Could anyone more experienced in these matters enlighten me about this please? :( I grew so fond of Hashtables while mapping in Warcraft 3 and now I'm finding it hard to make anything decent without them.