The shades that spawn and dont move show the points where the footman enters and leaves the circle. The shade that spawns between those two is the middle point. I used it for debugging and can be removed if you want.
The speed of the shade varys since it adapts the distance between the...
Okay got it working now, here is the system.
Just play the map and check out the results, tell me if that's how you imagined.
For everyone who wants to look at the code I will post a pastebin right here
since my post else exceeds 10000 characters :(
http://pastebin.com/vRcmcffs
Just wanted to update my previous posts;
Erstelle Einheit
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Unit - Create 1 Footman for Player 2 (Blue) at (Center of Region 000 <gen>) facing Default building facing degrees
Set Anfangspunkt = (Position of (Last created unit))...
As for the different speeds it will get a little bit complicated.
I don't really know if there are any limits with the World Editor GUI but I think
something like this should work for the speed:
d(t)=(a/2)*t²+v*t+d0
while
d(t) is the place at the time "t",
a is the acceleration,
v the...
Use an Integer Variable.
In your Map Initialization Trigger you assign 0 to the Variable:
Set Shimmerweed = 0
Then for if the Unit Acquires an Item:
Set Shimmerweed = Shimmerweed + 1
For the rest use an If-Then-Else-Function which should do the job.
I got it working now.
I moved the buff comparison into another trigger and changed a few things.
If someone wants to take a look at the trigger here it is:
Ice Cold
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Ice Cold...
This should work...
g1: y=m*x+b
P1 (x from incoming projectile | y from incoming projectile)
P2 (x2 | y2)
m= (y2-y1)/(x2-x1)
b= y - m*x
b= (y from incoming projectile) - [(y2-y1)/(x2-x1)]* (x from incoming projectile)
---------------------
P3 (x3 from Hero | y3 from Hero)
m1=...
The red line is a straight line which has x and y coordinates
which subtends the circle around the hero.
Running a periodic trigger which records the x and y coordinates
of the projectile after entering the circle will help to determine the
position of the projectile.
Then you want to launch a...
Afaik it doesn't matter.
I used something similiar to your solution:
Set IceColdTarget = (Units within 800.00 of IceColdLoc matching (((Matching unit) has buff Ice Cold ) Equal to True))
However, it doesn't work either.
Hello everyone,
I have a problem concerning a simple buff comparison and unit group function.
The debug message shows that there are 0 units in the unit group.
Any solution?
My trigger look like these:
Ice Cold
Events
Unit - A unit Starts the effect of an ability
Conditions...
You should change a few things there:
Make the Temp_Point1 Variable an Array and assign Integer A.
E.x.: Set Temp_Point1[IntegerA] = (Position of (Casting unit))
Same goes for the Temp_UnitGroup1.
I think that will work.
Well the idea with the item isn't that bad.
I would suggest that you move the unit (pokemon) to another location.
In this case you do not have to store the level, experience, items and skills.
However if you don't want to do that I guess it will be some work.
Well you can just defeat the player who tries to cheat on the map.
Defeat
Events
Player - Player 1 (Red) types a chat message containing greedisgood as A substring
Conditions
Actions
Game - Defeat (Triggering player) with the message: Defeat!
So am I able to lock the camera to my set distance? (With periodic checks for example)
(I do not want the player to change it using "DEL" or "Mouse wheel")