Reducing size of a unit?

Sajberhippie

New Member
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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
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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
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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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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
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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
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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
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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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