Reducing size of a unit?

Sajberhippie

New Member
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30
Is there any spell that reduces the size of a unit, much like Bloodlust and Frenzy increases size? I've tried setting the size enhancement thingy on Frenzy to a negative, but it doesn't seem to work... Thanks.
 

Galdiuz

Creator of Photon Command
Reaction score
98
No idea if there is any spell in OE that you can do it with, but you could do it with triggers.
Code:
Animation - Change (Unit)'s size to (50.00%, 50.00%, 50.00%) of its original size
 

Sajberhippie

New Member
Reaction score
30
No idea if there is any spell in OE that you can do it with, but you could do it with triggers.
Code:
Animation - Change (Unit)'s size to (50.00%, 50.00%, 50.00%) of its original size

Does that change it instantly or does it change "over time" like Bloodlust? Because that's what I want it for; just graphically to reduce a building that should turn into an item.
 

Lumograph090

New Member
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22
Is there any spell that reduces the size of a unit, much like Bloodlust and Frenzy increases size? I've tried setting the size enhancement thingy on Frenzy to a negative, but it doesn't seem to work... Thanks.

Frenzy does not increase the units size. Try using a negative value on Blood Lust.
 

Tru_Power

New Member
Reaction score
1
Depending on how smooth you want the shrinking, you could use some small 0.03 waits in your trigger, or use an even faster timer. So something like

Code:
Animation - Change (Unit)'s size to (90.00%, 90.00%, 90.00%) of its original size
Wait 0.03 Seconds
Animation - Change (Unit)'s size to (80.00%, 80.00%, 80.00%) of its original size
Wait 0.03 Seconds
Animation - Change (Unit)'s size to (70.00%, 70.00%, 70.00%) of its original size

ETC...
 
P

PegaLeveBrZ

Guest
I got it. It works smoothly and can be modified easier.

Code:
Shrink
    Events
        Player - Player 1 (Red) types a chat message containing test as An exact match [COLOR="SandyBrown"](Change event to suit your needs)[/COLOR]
    Conditions
    Actions
        Set TempUnit = [B]Lumber Mill 0000 <gen>[/B] [COLOR="SandyBrown"](Can be set to target unit of some skill)[/COLOR]
        Set TempPosition = (Position of TempUnit)
        For each (Integer A) from [B]1 to 40[/B], do (Actions) [COLOR="SandyBrown"](Multiplied it on the actions so it would shrink the building up to 80%)[/COLOR]
            [B]Loop[/B] - Actions
                Animation - Change TempUnit's size to ((100.00 - (Real(((Integer A) x 2))))%, (100.00 - (Real(((Integer A) x 2))))%, (Real(((Integer A) x 2)))%) of its original size
                Wait 0.03 seconds
        Unit - Remove TempUnit from the game
        Item - Create [B][I]Tiny Castle[/I][/B] at TempPosition[COLOR="SandyBrown"](Had to remove unit first because the item should appear exactly where the building was!)[/COLOR]

I also uploaded the trigger. Just import it to some map, then copy / paste it to your map.

--Edit--

Forgot to mention, it took something like 5 seconds to shrink with these integers!! But that's easy to change. I was afraid of lagging map with a 0.01 second wait. You could also loop it from 1 to 20 and multiply Integer A 4 times, so it shrinks faster.
 

Attachments

  • Shrink.wtg
    1.4 KB · Views: 145

Romek

Super Moderator
Reaction score
964
For a smoother solution, use this.
I just made it a few moments ago, and it wasn't really difficult anyway.
JASS:
library UnitSize 
    
    private struct Data
        static constant real TIMEOUT = 0.03125
    
        static Data array D
        static integer N = 0
        static timer T = CreateTimer()
    
        unit u
        real curt
        real incs
        real curs
        real time
        
        static method Expire takes nothing returns nothing
            local integer i = 0
            loop
                exitwhen i &gt;= .N
                    set .D<i>.curt = .D<i>.curt + .TIMEOUT
                    set .D<i>.curs = .D<i>.curs + .D<i>.incs
                    call SetUnitScale(.D<i>.u, .D<i>.curs, .D<i>.curs, .D<i>.curs)
                    if .D<i>.curt &gt;= .D<i>.time then
                        call .D<i>.destroy()
                        set .D<i> = .D[.N]
                        set .N = .N - 1
                    endif
                set i = i + 1
            endloop
            if .N == 0 then
                call PauseTimer(.T)
            endif
        endmethod
        
    endstruct

    function ResizeUnit takes unit whichUnit, real startScale, real endScale, real duration returns nothing
        local Data d = Data.create()
        set d.u = whichUnit
        call SetUnitScale(d.u, startScale, startScale, startScale)
        set d.curs = startScale
        set d.incs = (endScale - startScale) / duration * d.TIMEOUT
        set d.time = duration
        set d.curt = 0.
        set d.D[d.N] = d
        set d.N = d.N + 1
        if d.N == 1 then
            call TimerStart(d.T, d.TIMEOUT, true, function Data.Expire)
        endif
    endfunction
    
endlibrary</i></i></i></i></i></i></i></i></i></i></i></i></i>


Requires vJass.

Make a new trigger. Edit -> Convert to Custom Text.
Paste that code into the textbox.

To use it, just use this:
Trigger:
  • Custom Script: call ResizeUnit( &lt;unit&gt;, &lt;start scale&gt;, &lt;end scale&gt;, &lt;time&gt;)


For example:
Trigger:
  • Set YourUnit = (Triggering Unit)
    • Custom Script: call ResizeUnit( udg_YourUnit, 0.5, 5, 10 )

That will make the triggering unit go from 0.5 scale to 5 in 10 seconds.
 

D.V.D

Make a wish
Reaction score
73
Romek, could you explain what the variable Data holds? I really am lost with this code. And what does that . do at the beginning of the variable?
 

Romek

Super Moderator
Reaction score
964
Data is the struct that holds Data. It can be declared as a variable type too.
So there's a static variable of type 'Data' in the 'Data' struct.

A single '.' before a variable name is the same as prefixing the variable with 'this.'
It means it'll access the member within the struct the method is in.
For example:
JASS:
struct Example
    unit SomeUnit // This can be accessed in the following ways:

    method Boo takes nothing returns nothing
       set .SomeUnit= GetTriggerUnit()
       set this.SomeUnit= GetTriggerUnit()
       // These are the same thing.
    endmethod
endstruct

function OutsideStruct takes nothing returns nothing
  local Example d = Example.create() // This creates an instance of the &#039;Example&#039; struct.
  set d.SomeUnit = GetTriggerUnit() // This does the same as the &#039;Boo&#039; method.
  // Notice how you need to prefix the variable name outside the struct.
endfunction
 
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