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Updated the Lib so that not used IDs (eg after removing a system) get reassigned before creating a new ID.
This should fix the problem not more than 5 system can ever be created (even if one get destroyed before)
In theory you can add/remove waypoints and units at any time cause the system simply runs through the available list of units and points every time it's updated.
And for adding points as waypoints use Add Waypoint to WaypointSystem (Point) action.
Wow this is awesome! I couldnt find a way to add points in the latest version, only regions as waypoints, but I guess its not a big deal :/
GOOD JOB! LOVE YOU! :)
edit* Is there anyway to add units to waypointsystem after the initialization? I just found out that its atleast not convinient to do so. Cannot make global variable for the waypoint system :(.
I think I found one way to do so, but its not really that good :(.
I cannot get this to work :) i think my problem lies in your for loop, cant realy figure out what you mean here:
Unit Group - For each unit u in
what is u? not explained anywhere. Is it a unit variable? script?
On another point your action explanation looks different to the actual action (atleast for me)
Example,
You Wrote:
WaypointSystem - Add Waypoint WP_R 002 to System sysID (is Endpoint true)
In my Editor:
WaypointSystem - Add Waypoint (SysID, WayP1, false)
Might just be me being a GE beginner but the explanation is verry vague :)
EDIT: Perhaps you could upload a demo map to look at?
In my map I have similar behavior for roaming squads, but I just use a switch statement to define the connectivity graph. Works fairly efficiently. For example 'get random neighbor' or 'get random node'.
Wouldn't this be extremely useful for defense maps? Could you make a separate library for use in such a map? This might be the exact thing I need, so long as it can be constrained to a certain path and not take long ways around. Also would be amazing if it could detect if your blocking the unit's movement, and if it is, it will attack and kill the unit that is blocking and then continue on as usual or until blocked again.
Move the NPC's how? As in is this for moving them around. Could you be a bit more specific in your notes? or maybe release a guide on what everything does?
Rollback Post to RevisionRollBack
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Does this still work?
This looks interesting, But What I would really want is a Navigation Mesh :D
Updated the Lib so that not used IDs (eg after removing a system) get reassigned before creating a new ID. This should fix the problem not more than 5 system can ever be created (even if one get destroyed before)
@zenx1: Go
In theory you can add/remove waypoints and units at any time cause the system simply runs through the available list of units and points every time it's updated.
And for adding points as waypoints use Add Waypoint to WaypointSystem (Point) action.
Wow this is awesome! I couldnt find a way to add points in the latest version, only regions as waypoints, but I guess its not a big deal :/
GOOD JOB! LOVE YOU! :)
I think I found one way to do so, but its not really that good :(.
@ Matheusx: Thx for the mention about the Variable, i fogott to add this.
And because of the Function Grammar:
I figured out that this is not saved in the Library. Searching for a way to adding it...
Ok nevermind... in my quest to get this up and running quickly i forgot to add an event...gees. :)
I cannot get this to work :) i think my problem lies in your for loop, cant realy figure out what you mean here: Unit Group - For each unit u in
what is u? not explained anywhere. Is it a unit variable? script?
On another point your action explanation looks different to the actual action (atleast for me) Example, You Wrote: WaypointSystem - Add Waypoint WP_R 002 to System sysID (is Endpoint true)
In my Editor: WaypointSystem - Add Waypoint (SysID, WayP1, false)
Might just be me being a GE beginner but the explanation is verry vague :) EDIT: Perhaps you could upload a demo map to look at?
In my map I have similar behavior for roaming squads, but I just use a switch statement to define the connectivity graph. Works fairly efficiently. For example 'get random neighbor' or 'get random node'.
Wouldn't this be extremely useful for defense maps? Could you make a separate library for use in such a map? This might be the exact thing I need, so long as it can be constrained to a certain path and not take long ways around. Also would be amazing if it could detect if your blocking the unit's movement, and if it is, it will attack and kill the unit that is blocking and then continue on as usual or until blocked again.
@programmer I'm going to do this once i've created the demo video...
This is definitely useful, mind if you post a thread in the trigger library forum :), and link it here
Going to upload a Demo Map and some Videos...
Move the NPC's how? As in is this for moving them around. Could you be a bit more specific in your notes? or maybe release a guide on what everything does?