[Classroom] GUI 101

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
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Bump
_________________________________________________________________
It is quite a while purge gone away from this thread...
 
S

shadowvzs

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i can join? u write me homework in pm? because i saw here only finished homework without question :D
 

denmax

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Almost (or even all) Classrooms have not bumped already, this would mean they had an agreement on canceling it.
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
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lol?
what do u means by had an agreement to canceling it?
 

PurgeandFire

zxcvmkgdfg
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OK... Sorry for the weeks' delay... :eek:

I gave rep to anyone who did their homework because it was kind of confusing and they at least put their efforts into it.

Well, here is the next lesson, it is very short:

Lesson 4

Part I. Values

Values are modifiable areas in actions that allow you to change what it will be. If you would look at Actions | Animation | Set Animation, it would look like:
Code:
Code:
Animation - Set [COLOR="Red"][U]Unit[/U][/COLOR]'s animation to [COLOR="RoyalBlue"][U]stand[/U][/COLOR]

The "Unit" and the "stand" are values. Values must be set before clicking "OK". The blue values are already set for you, so you can still click "OK", but if it isn't what you want, you can go right on ahead and modify it.

Values can also be values for values. If you click an integer value, it will most likely at the bottom say "Value".

The values for the values are usually direct and aren't actual functions, which will be talked about later. The values for values for integers and reals are usually direct such as 2 or 0 etc...

Part II. Presets

Presets
are values already made for you. If you click on a value button, it might say Presets towards the top of the area. There should be a selection bar and you can select what you want. Those are called presets.

Presets can also be put in as values already. If you had something like this:
Code:

Code:
Animation - Set [COLOR="Red"][U]Unit[/U][/COLOR]'s animation to [COLOR="RoyalBlue"][U]stand[/U][/COLOR]

The blue "stand" would be a preset because it is already there.

Presets are simplified functions that easily allow you to fill in a value. Presets can really take time away and are sometimes even the only choices, so you will use this a lot as well as values and functions.

Part III. Functions

Functions are value-types that might require more values. Functions are usually things such as:
Code:
Code:
Unit - [U][COLOR="Red"]Unit[/COLOR][/U] has [U][COLOR="Red"]buff[/COLOR][/U]

This means that you need to modify the values within them to change what will happen.

Functions are extremely important and really help when triggering, so it is good to know what they are.

When assigning functions, you may recieve more functions to work with.

Functions almost always have a modifiable value, which makes them distant from presets.

Simply put, functions are modifiable values you may access by clicking a value.

------------------------------------

Short eh?

Almost (or even all) Classrooms have not bumped already, this would mean they had an agreement on canceling it.

True, but we did not have an agreement. In fact, most of the teachers are busy or they just don't want to create the lessons.

The assignment is below...

------------------------------------

Assignment:

Create a new trigger with any event you want and any condition you want, but it must be an existing condition/event and it must be there:
Example: (you cannot use this)
Code:
Trigger
    Events
        Unit - A unit Learns a skill
    Conditions
        (Dying Unit) Equal to (Triggering Unit)
    Actions

Please do not do freehand, copy and paste directly from WE please.

Once you've done that, find one action that requires a value, one action that has a preset value-type, and one action that has a function value-type. 3 Different actions must be listed. It does not matter if one action has a value to set but it has functions as well, as long as it has what I said above. Put them in an integer loop from 1 to 10 then after that, kill the triggering unit and explode the target unit of ability being cast; even if you do not use a spell event...

Please put them into one trigger and do not copy other people's work.

Thank you!

-----------------------------------------------------------------------------------------------------------------------------------
 

denmax

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Code:
Poo
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Poop
    Actions
        For each (Integer A) from 1 to 10, then do (Actions)
            Loop - Actions
                Unit - Create [COLOR="Blue"][U](Integer A)[/U][/COLOR] [COLOR="Red"][U]Unit[/U][/COLOR] at [COLOR="Blue"][U]Location[/U][/COLOR] facing [COLOR="Blue"][U]Default facing degrees[/U][/COLOR]
                Set [COLOR="Red"][U]VariableUnit[/U][/COLOR][[COLOR="Red"][U]Integer A[/U][/COLOR]] = [COLOR="Blue"][U](Last Created Unit)[/U][/COLOR]
                If [COLOR="Red"][U]Condition 1[/U][/COLOR] and [COLOR="Red"][U]Condition 2[/U][/COLOR] then do ([COLOR="Red"][U]Action[/U][/COLOR]) else do ([COLOR="Red"][U]Else Action[/U][/COLOR])
        Unit - Kill (Triggering Unit)
        Unit - Explode (Target Unit of Ability being cast)

I'm not using Unit - Damage Target because well I don't know what is the effect of the ability..
 
T

thedude

Guest
Glad you're back, lol.

Code:
Melee Initialization
    Events
        Map initialization
    Conditions
        (Unit is alive) Equal to True
    Actions
        Set Point = (Center of No rect)
        Set Unit = (For Player 1 (Red) create a unit of type Footman at location Point facing 0.00 degrees)
        Set SpecialEffect = (Create a special effect using Abilities\Spells\Human\DispelMagic\DispelMagicTarget.mdl at Point)
        Special Effect - Destroy SpecialEffect
        Point - Remove Point
 

PurgeandFire

zxcvmkgdfg
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Add the actions into an integer loop then out of the integer loop, kill the triggering unit and explode the target unit of ability being cast, then you'll get full credit. ;)
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
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Why the every time the assignment are quite blur...u still had no idea how should i do the assignment...then heres an example and i duno it is correct anot.
Code:
assignment
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Cold Arrows
    Actions
        For each (Integer B) from 1 to 10, do (Actions)
            Loop - Actions
                -------- The Abilities\Spells\Other\TalkToMe\TalkToMe.mdl is a value. --------
                Special Effect - Create a special effect attached to the overhead of (Triggering unit) using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
                -------- The Player1 is the preset. --------
                Game - Display to Player Group - Player 1 (Red) the text: This is assignment.
                -------- The Last created unit is a function. --------
                Animation - Change (Last created unit)'s animation speed to ((Real((Integer A))) x 10.00)% of its original speed
        Unit - Kill (Triggering unit)
        Unit - Explode (Target unit of ability being cast)
 

denmax

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Gj Denmax! You exceeded my expectations. :D

For some reason I had luck on making that one OR you're just saying that for sarcasm.. I didn't really know wth you want us to do. You were saying that VALUES are the components which is needed to be created and has no data given by the WE. As of, it would mean that it would be the same as a FUNCTION correct?
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
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I think purge meant this
i714078_preset.jpg
[/URL][/IMG]
 
E

Enrutcon

Guest
I'd like to join if I still can :)

But I have a quick question about assignment 3. How do you select the last created special effect??? I look under presets and the only thing in there is:Effect art, Target art, Caster art, Special art, Area effect art, Missile art and Lightning art. Nothing about last created special effect anywhere :(
 

rodead

Active Member
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42
homework

here is my homeqwork hope i done well

Code:
GUI Lesson 4
    Events
        Player - Player 1 (Red) Selects a unit
    Conditions
        (Triggering unit) Equal to [COLOR="Red"]unit[/COLOR] <gen>
    Actions
        For each (Integer A) from 1 to 10, do (Actions)
            Loop - Actions
                Unit - Create 1 Footman for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
                Animation - Play Peasant 0000 <gen>'s stand animation, using only Common animations
                Hero - Drop (Last created item) from (Last created unit)
                Unit - Kill (Triggering unit)
                Unit - Explode (Target unit of ability being cast)
 

Ghost32

New Member
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1
i would like to be signed up to :D

Edit:
Code:
Poo
    Events
        Unit - A unit Dies
    Conditions
        (Owner of (Triggering unit)) Equal to Player 1 (Red)
    Actions
        Set One = (Center of (Playable map area))
        Unit - Create 1 Footman for Player 1 (Red) at One facing Default building facing degrees
        Custom script:   call RemoveLocation(udg_One)

Edit2:
Code:
Challenge 1
    Events
        Map initialization
    Conditions
    Actions
        Game - Display to (All players) for 20.00 seconds the text: Poopoo

Code:
Assignment
    Events
        Map initialization
    Conditions
    Actions
        Set String1[1] = Poopy Face
        Set String2[2] = I'm a
        Game - Display to (All players) the text: String1[1]
        Game - Display to (All players) the text: String2[2]
        Game - Display to (All players) the text: (String2[2] + String1[1])

Edit3:Will do 3 and 4 later some time =\
 

rodead

Active Member
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purgeandfire when is the next lesson if i may ask :p or are you bussy last time.
 

PurgeandFire

zxcvmkgdfg
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509
purgeandfire when is the next lesson if i may ask :p or are you bussy last time.

Well, I made the lesson real recently so I will have the lesson (test) up on the weekend.

@~GaLs~: Yup, that's what I mean.

@denmax: The first values for the regular action itself is the value. The value's value is what ~GaLs~ showed.

@Enrutcon: Click one Special Effect Action such as Special Effect - Destroy <Special Effect> and then click the value and it should show the Last Created... as a value. ^^ :D
 
T

TheK1ll3r

Guest
Code:
Assignment
    Events
        Unit - A unit Takes damage
    Conditions
        (Ability being cast) Equal to Fan of Knives
    Actions
        For each (Integer B) from 1 to 10, do (Actions)
            Loop - Actions
                Set Region1 = (Random point in (Playable map area))
                Set Hero = (Attacked unit)
                Set Buff = Rain of Fire (Effect)
                Special Effect - Destroy (Last created special effect)
                Unit - Kill (Triggering unit)
                Unit - Explode (Target unit of ability being cast)

I hope i did this ok -.-
 

Newbwc3

Sephiroth_VII
Reaction score
157
Code:
Lesson 4 assignment
    Events
        Unit - A unit enters (Current camera bounds)
    Conditions
        ((Entering unit) is A structure) Equal to True
    Actions
        -------- INTERGER LOOP FROM 1-10 --------
        For each (Integer A) from 1 to 10, do (Actions)
            Loop - Actions
                -------- VALUE --------
                Camera - Change camera smoothing factor to 1.00
                -------- PRESET --------
                Animation - Play No unit's stand animation
                -------- FUNCTION --------
                AI - Lock guard position of (Last created unit)
        -------- KILL THE TRIGGERING UNIT --------
        Unit - Kill (Triggering unit)
        -------- EXPLODE THE TARGET UNIT OF ABLILITY BEING CAST --------
        Unit - Explode (Target unit of ability being cast)
        -------- THERE WAS NO NEED FOR THIS LESSON COMMON SENSE --------
 
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