Sliding trigger

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Legit
Posts: 22
Joined: Wed Dec 31, 2008 3:38 pm

Sliding trigger

Unread post by Legit »

Q: Can I force players to buy a pair of IceSkates before they could steer?
A: No, but let me know if you really need this feature and I'll make you a customized system.
Go to http://www.3ice.hu/u/help and create a new topic
I need a customized system with that ice skate trigger. But not buying ice skate trigger. I want it just like the "Pe3" skate iteam trigger. Please and thank you.

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3ICE
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Re: Sliding trigger

Unread post by 3ICE »

Hi,

I think you don't need that system described above. Because you can do it without making any changes to the JASS code.
It's called: t_all Trigger - Turn off Steer <gen> and t_all Trigger - Turn on Steer <gen>.
You Turn steering off when the heroes lose their skates and turn it on again when they acquire new skates. (Trigger should be initially off or turned off at map init if heroes start the game without ice skates.)

Unless your mazers can actively pick up and drop skates at their own will, you don't need a customized system. I have never seen a maze before that allowed heroes to drop skates so I am 99% sure that you don't need a customized system for this.

--3ICE

p.s.: But let me know if you really do. (And give me a good reason why heroes should be able to drop their skates.)
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Legit
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Re: Sliding trigger

Unread post by Legit »

Oh yea i did what u said and it work,Ty man.

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3ICE
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Re: Sliding trigger

Unread post by 3ICE »

No problem. Glad I could help.
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Legit
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Re: Sliding trigger

Unread post by Legit »

Hey i was wondering if u can help me with making the sliding unit stop only on dead regions not terrain kill. I can take of the terrain kill but i don't want the unit stop sliding once it hits the snow because i make loose dead regions and it stops before it dies.

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3ICE
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Re: Sliding trigger

Unread post by 3ICE »

Use doodads to mark the edges instead of different terrain. Units will slide while they are on ice and stop once they hit a different terrain.
It would hog a lot of resources (CPU power) to do the way you'd like it. And lag is bad.

EDIT: So you want units to keep sliding for a second after they leave ice? This would require a completely new sliding system! (With boolean arrays...) I'll have free time in February. This boolean array idea is quite cool, so I'm definitely writing it.

EDIT2: This is how I'd mark the boundaries of sliding:
LillyPads_KillRegions_UnitKeepsSlidingForOneSecond.jpg
LillyPads_KillRegions_UnitKeepsSlidingForOneSecond.jpg (78.96 KiB) Viewed 12255 times
Last edited by 3ICE on Wed Jan 07, 2009 4:07 am, edited 1 time in total.
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Legit
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Re: Sliding trigger

Unread post by Legit »

I guess ill wait for that system. For now ill use terrain kill.

Thurst4blood
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Re: Sliding trigger

Unread post by Thurst4blood »

You could use my Skate system, in either GUI or JASS.
PS: Jass would be better.

GUI Version:

Event - Unit - A unit Is issued an order targeting a point

Condition - NONE

Actions - Set ANTILEAKpoint1 = (Target point of issued order)
Unit - Make (Triggering unit) face ANTILEAKpoint1 over 0.01(You can use 0.02 or 0.00) seconds
Custom script: call RemoveLocation (udg_ANTILEAKpoint1)

Now for the JASS version.

Jass Version:

Edited by 3ICE: Jass version removed, we all know how to convert a GUI trigger into JASS. No thanks.

Tell me if you like my skate trigger.
Last edited by 3ICE on Fri May 21, 2010 7:13 pm, edited 1 time in total.
Reason: rm useless part

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3ICE
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Re: Sliding trigger

Unread post by 3ICE »

I don't like it. And what makes you think converting a GUI trigger into JASS makes it any better?
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Thurst4blood
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Re: Sliding trigger

Unread post by Thurst4blood »

Thanks 3ICE for the really nice comment :D

Hopefully people will understand that my trigger doesn't and hopefully will never leak or lag.

PS: Unless of course they edit it and do something completely idiotic. :lol: :lol: :lol:

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