[Andrewgosus problem section]

AceHart

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> If the hero is attacked, it will help the hero if not, the unit will just follow the hero?

Something very simple that might just work would be to periodically order it to attack-move to the position of the Hero.


> Can I (how) create a game cache of an item?

Hm... what?
 

Andrewgosu

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Yes, I know. Does that mean I cant save/load an item thats not in the heroes invetory, but is on the ground?

~You gave me an excellent idea.
 

AceHart

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Is there anything special about that item?

Gamecaches also accept integers for example.
You could store "0 as <item name>" if the item is missing, and "1 as <item name>" if it's there.
Same for the charges, if any.
 

Andrewgosu

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I think I go with your first idea. Ill create a unit, add him inventory, create him the items and store the unit.

But im still curious about the AI part. There isn't a single tutorial on this site that really teaches how to create one.:p
 

AceHart

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> I'll create a unit, add him inventory

If you create one of the default Heroes, you don't need the inventory part.

However, if you
> create him the items

Then there really isn't a need.
Just store "hasitem = yes" or "hasitem = no" as strings, and create, or not, the item when you need it...

Giving it to him would leave the item unchanged.
Well... without any more info on what's so special...

Of course, if there's several, a Hero is just the thing :p


Anyway,
> There isn't a single tutorial on this site that really teaches how to create one.

That's because every map pretty much needs its own...
 

Andrewgosu

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Im looking for that doodad/destructible whats on the picture, the stair, but I was unable to find it. Whats its name? Stairway or stairs, steps, can't remember.

Stairs.jpg
'

Found it! Ramp naga!
 

Andrewgosu

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Well, I haven't used this thread a long time. I have learned so much by now.


But I am still wondering, what does the trigger queue do?
 

AceHart

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It queues triggers...

Once a trigger is running its actions, it will do so until either it meets a "wait" action, or it's simply done.
Now, it might happen that several other triggers also would like to run their actions... but, there's already one busy.
So they wait for their turn.
This waiting happens in the trigger queue.

Every trigger that says "Hey, my event happened and the conditions meet" is added to that list.
And they work their actions in order.

Generally, messing with the trigger queue is not a good idea.
 

Andrewgosu

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Thank you.

How would I be going to create a standard parabola in WE?

y = a*x(Squared) (Opening up)
(y = -a*x(Squared)) (Opening down)
 

Jazradel

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y=a*x^2+c
c = offset, probably 0
y = height you want it to go to
a = y / (0 ^ 2 + c)
Then loop through x, starting from -(distance/2) to (distance/2)

For instance, if you wanted your unit to jump 500 high, across 500 then you'd do something like this:
A = 500 / (0 ^ 2 + c)
For every integer A from -250 to 250 do actions:
Set Flying Height of Unit to A * Integer A * Integer A + C
 

Andrewgosu

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Thank you.


Why does the little blue crosshair dissapear, if I make a new unit target ability based off channel?

Data - Options, Visible, Targeting Image are set.
Data - Target Type, Unit Target is set.
Stats - Targets Allowed are set, same as for 'Storm Bolt'.
Data - Base Order is thunderbolt.
Text - Order String - Use/Turn On is thunderbolt.


Any help appriciated.

EDIT:

The crosshair dissapears, if I move the cursor outside the red box.

prblem_scr.jpg
 

Andrewgosu

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blind.gif


Am I blind, or the "Game Cache - Load Real Value", "Game Cache - Load String Value",
"Game Cache - Load Integer Value" and "Game Cache - Load Boolean Value" functions are completely missing?

blind2.gif


I can do it in JASS, but are those functions missing on purpose from the GUI menu bar?

And the question asked in the previous post is still in the air.
 

Andrewgosu

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Nice. Found it.


If I store an unit with label and then store another unit with the same label,
it obviously overwrites the previously stored unit? Meaning, I have to give each
stored unit an unique label? (Same for stored reals, integers, strings or booleans)

Code:
Actions
    Game Cache - Store (Triggering unit) as [B]Rexxar[/B] of Heroes in (Last created game cache)
    Game Cache - Save (Last created game cache)
 

AceHart

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> it obviously overwrites the previously stored unit?

Yes.
Any and all Heroes may be saved under "Heroes", but only one may be called "Rexxar".
 

Andrewgosu

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Just needed to be sure.


And the transfer of information between 2 maps should look like this? (Even, if they are not created in the Campaign Editor)

Demo Map 1

Initialize a game cache at map "init".
...
Store my units and other information.


Demo Map 2

Initialize a game cache with the same name as in demo map 1 at map "init".
...
Retrieve my units using the same labels, category and the same cache.


?


Also, I heard there is a certain limit of objects, which can be stored in the game cache. 256 or something close.
 
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