System SlideGUI

Ryuu

I am back with Chocolate (:
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SlideGUI Version 07

Version 07 is out! Just some removing, really.​

SlideGUI System 07
Updated at 23:00 (GMT+8) on Sunday December 14
A system by PureGUI

Features:
Requirements: World Editor, a dummy unit, at least a quarter brain
Coding: Purely GUI! (other than custom scripts)
MUI/MPI: MUI, yes, but how do I tell if it is MPI?

Additional Features:
  • Developed to be easily modified (using the activate feature) so that you can change it into another system like Knockback, Speed Control and what else.

  • Able to control lag (as of version 02)

  • 'Call' function (just set four variables to activate system)

Pros and Cons

  • pros
    - easy implementation, no hassle
    - easily modified into another system in need of using slide
    - fully customizable, from speed of slide to angle of slide
    - JASS users-friendly, because GUI is known to all mapmakers
    - multiple unit instanceable (MUI)
    - don't need to copy the entire system with every usage, just implement it into your map and set the variables.


  • cons
    - require a dummy unit

Activating the System
To make a unit slide to a point, you don't need to copy the entire system and modify everything. All you need to do is just implement the system into your map, and then from anywhere, do this:

Trigger:
  • Example Call Function
    • Events
      • Your Events Here
    • Conditions
    • Actions
      • Set SlideGUI_AffectedUnit[(SlideGUI_CustomValue + 1)] = The unit that is going to slide
      • Set SlideGUI_AffectedUnitPosition[(SlideGUI_CustomValue + 1)] = Position of the unit that is going to slide
      • Set SlideGUI_SpecifiedPoint[(SlideGUI_CustomValue + 1)] = The point where unit stops sliding
      • Set SlideGUI_Speed[(SlideGUI_CustomValue + 1)] = Speed of the unit sliding


If you are still unsure, download the map and copy the actions in trigger 'Example Call Function' into your map.

Speed Conversion
A good sliding speed is 20. To convert it into Warcraft's unit, first identify the range per second.

20 range/0.03 seconds <-- Default
(20 range * 33.3333333)/1 second
666.666666 range/1 second

So which means you basically go 666.666666 range per every second while sliding.
This is faster than Warcraft's 522 max speed.

If you want to slide at Warcraft's max speed, you need to do conversion.

666.666666 Warcraft speed --> 20 SlideGUI speed
522 Warcraft speed --> (20 / 666.666666) * 522 SlideGUI speed
522 Warcraft speed --> 15.66 SlideGUI speed

So if you want your unit to slide at the max Warcraft speed, just set the variable SlideGUI_Speed to 15.66.
All in all, the formula for converting from SlideGUI speed into Warcraft speed is:

(SlideGUI speed / (SlideGUI speed * 33.3333333) * 522)
Please do not input these values in the system. Calculate the values, then input the result in the system.

Documentation
JASS:
//*******************************************************************************************************
//
//                                            Part of the
//              ______   __  __     ______     ______     ______     __  __     __   
//             /\  == \ /\ \/\ \   /\  == \   /\  ___\   /\  ___\   /\ \/\ \   /\ \  
//             \ \  _-/ \ \ \_\ \  \ \  __&lt;   \ \  __\   \ \ \__ \  \ \ \_\ \  \ \ \ 
//              \ \_\    \ \_____\  \ \_\ \_\  \ \_____\  \ \_____\  \ \_____\  \ \_\
//               \/_/     \/_____/   \/_/ /_/   \/_____/   \/_____/   \/_____/   \/_/
//                                                                      
//                                               project
//
//*******************************************************************************************************
//*******************************************************************************************************
//                                          SlideGUI System 07b
//*******************************************************************************************************
//
//      Developer:
//              * Ryuu
//
//      Intention:
//              * As the first movement of the PureGUI project, its my first step working towards my goal
//              * for making life easier for beginners to World Editor. I intend to achieve this simply by
//              * making heavier coded systems in purely GUI, as a fully customizable and easily modified
//              * system. You&#039;ve downloaded it - my very first system ever made!
//
//      Requirements:
//              * Dummy unit with:
//                  - ability &quot;Locust&quot;
//                  - no model
//                  - no shadow
//                  - no attack
//                  - no movement
//
//      Features:
//              * easy implementation, no hassle
//              * easily modified into another system in need of using slide
//              * fully customizable, from speed of slide to angle of slide
//              * JASS users-friendly, because GUI is known to all mapmakers
//              * multiple unit instanceable (MUI)
//              * don&#039;t need to copy the entire system with every usage, just implement it into your map 
//                  and set the variables.
//
//      Implementation Exercise:
//              * Copy the dummy unit from the Object Editor into your map, or create one yourself by
//                  following the above details &quot;under &#039;Requirements&#039;&quot;.
//              * Copy the entire folder &#039;SlideGUI&#039; into your map.
//
//      Activation Exercise:
//              * Set SlideGUI_AffectedUnit[(SlideGUI_CustomValue + 1)] = The unit that is going to slide
//              * Set SlideGUI_AffectedUnitPosition[(SlideGUI_CustomValue + 1)] = Position of the unit 
//                  that is going to slide
//              * Set SlideGUI_SpecifiedPoint[(SlideGUI_CustomValue + 1)] = The point where unit stops 
//                  sliding
//              * Set SlideGUI_Speed[(SlideGUI_CustomValue + 1)] = Speed of the unit sliding
//
//      SFX Addition Exercise:
//              * Before-Effect
//                  - This happens before unit slide. The effect happens once before unit slides.
//                    At your &#039;Activating the System&#039; trigger, after setting the variables, add in your 
//                    special effect and destroy it.
//                    
//              * During-Effect
//                  - This happens when unit slide. The effect happens every 0.03 seconds while unit is 
//                    sliding. At SlideGUI Slide trigger, look for the comment text that says &#039;IT IS HERE
//                    THAT YOU CHANGE YOUR DURING-EFFECT!&#039; and at the action below that, change it into 
//                    the special effect that you want.
//              
//              * Collision Effect
//                  - This happens when the sliding unit collides with another unit while sliding. This 
//                    effect only happens once. At SlideGUI Slide trigger, look for the comment text that
//                    says &#039;IT IS HERE THAT YOU CHANGE YOUR UNIT COLLISION EFFECT!&#039; and at the action
//                    below that, change it into the special effect that you want.
//
//              * Post-Effect
//                  - This happens when unit finished sliding. The effect happens only once.
//                    At SlideGUI Slide trigger, look for the comment text that says &#039;IT IS HERE THAT YOU
//                    CHANGE YOUR POST-EFFECT!&#039; and at the action below that, change it into the special
//                    effect that you want.
//
//*******************************************************************************************************
// <a href="http://www.thehelper.net/forums/showthread.php?t=112829" class="link link--internal">http://www.thehelper.net/forums/showthread.php?t=112829</a>
//      This is where you downloaded SlideGUI from. Be sure to comment on it and give feedback! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big Grin    :D" loading="lazy" data-shortname=":D" />
//
// P.S. This documentation was written &#039;JASS&#039; form because I love it. It has no particular meaning; its
//      just like this for fun.
//
// P.S.2 No this is not a playstation two, so don&#039;t bother being so happy. You don&#039;t need to give me
//       credits. I don&#039;t ask for it, and I&#039;m a very generous person, so I don&#039;t want it.
//*******************************************************************************************************

The triggers
SlideGUI Initialization trigger
Code:
SlideGUI Initialization
    Events
        Time - Every 0.03 seconds of game time
    Conditions
        SlideGUI_AffectedUnit[(SlideGUI_CustomValue + 1)] Not equal to No unit
    Actions
        Set SlideGUI_CustomValue = (SlideGUI_CustomValue + 1)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                SlideGUI_CustomValue Greater than or equal to 1000
            Then - Actions
                Set SlideGUI_CustomValue = 1
            Else - Actions
        Set SlideGUI_MaxRange[SlideGUI_CustomValue] = (Distance between SlideGUI_AffectedUnitPosition[SlideGUI_CustomValue] and SlideGUI_SpecifiedPoint[SlideGUI_CustomValue])
        Set SlideGUI_CenterMap = (Center of (Playable map area))
        Set SlideGUI_Angle[SlideGUI_CustomValue] = (Angle from SlideGUI_AffectedUnitPosition[SlideGUI_CustomValue] to SlideGUI_SpecifiedPoint[SlideGUI_CustomValue])
        Unit - Create 1 SlideGUI Dummy for Neutral Passive at SlideGUI_CenterMap facing Default building facing degrees
        Unit - Set the custom value of (Last created unit) to SlideGUI_CustomValue
        Unit Group - Add (Last created unit) to SlideGUI_DummyGroup
        Custom script:   call RemoveLocation( udg_SlideGUI_CenterMap )

SlideGUI Slide trigger (comments taken off)
Code:
SlideGUI Slide
    Events
        Time - Every 0.03 seconds of game time
    Conditions
        SlideGUI_CustomValue Greater than 0
    Actions
        Custom script:   set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in SlideGUI_DummyGroup and do (Actions)
            Loop - Actions
                Set SlideGUI_MUISetting = (Custom value of (Picked unit))
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (SlideGUI_AffectedUnit[SlideGUI_MUISetting] is dead) Equal to True
                    Then - Actions
                        Unit - Remove (Picked unit) from the game
                    Else - Actions
                        Set SlideGUI_AffectedUnitPosition2[SlideGUI_MUISetting] = (Position of SlideGUI_AffectedUnit[SlideGUI_MUISetting])
                        Set SlideGUI_AffectedUnitOffset[SlideGUI_MUISetting] = (SlideGUI_AffectedUnitPosition2[SlideGUI_MUISetting] offset by SlideGUI_Speed[SlideGUI_MUISetting] towards SlideGUI_Angle[SlideGUI_MUISetting] degrees)
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                SlideGUI_MovedRange[SlideGUI_MUISetting] Less than SlideGUI_MaxRange[SlideGUI_MUISetting]
                            Then - Actions
                                Set SlideGUI_MovedRange[SlideGUI_MUISetting] = (SlideGUI_MovedRange[SlideGUI_MUISetting] + SlideGUI_Speed[SlideGUI_MUISetting])
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        (Number of units in (Units within 50.00 of SlideGUI_AffectedUnitOffset[SlideGUI_MUISetting])) Equal to 1
                                    Then - Actions
                                        Unit - Move SlideGUI_AffectedUnit[SlideGUI_MUISetting] instantly to SlideGUI_AffectedUnitOffset[SlideGUI_MUISetting]
                                    Else - Actions
                                        Unit - Order SlideGUI_AffectedUnit[SlideGUI_MUISetting] to Stop
                                        Set SlideGUI_AffectedUnitPosition[SlideGUI_MUISetting] = (Position of SlideGUI_AffectedUnit[SlideGUI_MUISetting])
                                        Special Effect - Create a special effect at SlideGUI_AffectedUnitPosition[SlideGUI_MUISetting] using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
                                        Special Effect - Destroy (Last created special effect)
                                        Custom script:   call RemoveLocation( udg_SlideGUI_AffectedUnitPosition[udg_SlideGUI_MUISetting] )
                                        Set SlideGUI_AffectedUnit[SlideGUI_MUISetting] = No unit
                                        Unit - Remove (Picked unit) from the game
                                Set SlideGUI_AffectedUnitPosition[SlideGUI_MUISetting] = (Position of SlideGUI_AffectedUnit[SlideGUI_MUISetting])
                                Destructible - Pick every destructible within 100.00 of SlideGUI_AffectedUnitPosition[SlideGUI_MUISetting] and do (Actions)
                                    Loop - Actions
                                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                            If - Conditions
                                                Or - Any (Conditions) are true
                                                    Conditions
                                                        (Destructible-type of (Picked destructible)) Equal to Ashenvale Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Ashenvale Canopy Tree
                                                        (Destructible-type of (Picked destructible)) Equal to Barrens Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Barrens Canopy Tree
                                                        (Destructible-type of (Picked destructible)) Equal to Black Citadel Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Cityscape Fall Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Cityscape Ruined Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Cityscape Snowy Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Cityscape Summer Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Cityscape Winter Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Dalaran Ruins Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Dungeon Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Felwood Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Felwood Canopy Tree
                                                        (Destructible-type of (Picked destructible)) Equal to Icecrown Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Icecrown Canopy Tree
                                                        (Destructible-type of (Picked destructible)) Equal to Northrend Canopy Tree
                                                        (Destructible-type of (Picked destructible)) Equal to Fall Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Summer Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Snowy Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Winter Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Northrend Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Outland Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Ruins Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Ruins Canopy Tree
                                                        (Destructible-type of (Picked destructible)) Equal to Underground Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Village Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Village Tree Wall
                                            Then - Actions
                                                Destructible - Kill (Picked destructible)
                                            Else - Actions
                                Special Effect - Create a special effect at SlideGUI_AffectedUnitPosition[SlideGUI_MUISetting] using Doodads\Cinematic\TownBurningFireEmitterBlue\TownBurningFireEmitterBlue.mdl
                                Special Effect - Destroy (Last created special effect)
                                Custom script:   call RemoveLocation( udg_SlideGUI_AffectedUnitPosition[udg_SlideGUI_MUISetting] )
                            Else - Actions
                                Unit - Order SlideGUI_AffectedUnit[SlideGUI_MUISetting] to Stop
                                Set SlideGUI_AffectedUnitPosition[SlideGUI_MUISetting] = (Position of SlideGUI_AffectedUnit[SlideGUI_MUISetting])
                                Special Effect - Create a special effect at SlideGUI_AffectedUnitPosition[SlideGUI_MUISetting] using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
                                Special Effect - Destroy (Last created special effect)
                                Custom script:   call RemoveLocation( udg_SlideGUI_AffectedUnitPosition[udg_SlideGUI_MUISetting] )
                                Set SlideGUI_AffectedUnit[SlideGUI_MUISetting] = No unit
                                Unit - Remove (Picked unit) from the game
                        Custom script:   call RemoveLocation( udg_SlideGUI_AffectedUnitPosition[udg_SlideGUI_MUISetting] )
                        Custom script:   call RemoveLocation( udg_SlideGUI_AffectedUnitPosition2[udg_SlideGUI_MUISetting] )
                        Custom script:   call RemoveLocation( udg_SlideGUI_AffectedUnitOffset[udg_SlideGUI_MUISetting] )
                        Custom script:   call RemoveLocation( udg_SlideGUI_SpecifiedPoint[udg_SlideGUI_MUISetting] )

Changelog
Code:
      07
       - 'face unit' removed - if you want to make a unit face wherever while sliding, just make it.
       
      06b
       - fixed a bug that caused the system to not work.
  
      06
       - optiimzed code and fixed code a little.
       - destructible collision is now tree collision.
  
      05
       - realised the system was missing a 'remove group' custom script. Added it in.
       - destructible collision now added (all destructibles will now be destroyed when sliding)
       - unit collision also added (clash of sliding unit and other units will stop sliding unit)
       - unit collision special effect now editable (see below)
       - when activating system, need not input angle. (that makes it one variable easier! :D)
       
      04b
       - although activating the system is three variables harder, modification is much simpler

      04
       - thanks to Flare, the MUI function is changed - now use a dummy unit!
       - you can now 'call' the system from anywhere - read the last paragraph in Implementation Instructions!
       - triggers are reduced from 5 to 2, variables increased from 12 to 14.
       - you can now add special effects (this addition is really just for beginners..), to add, look below.

      03
       - SlideGUI can now 'slide' through the 8191 limit - you can slide for as long as you like now!
       - thanks to "U are a noob" for his suggestion.
 
      02
       - added a new variable to prevent : lag when too many units slide for a period of time
     
      01
       - initial release

Download SlideGUI 07 here:
 

Attachments

  • SlideGUI System 07.w3x
    24.2 KB · Views: 294

vypur85

Hibernate
Reaction score
803
> Think slide can only be in JASS?

Hmm... This is not true. (As you've just prove it yourself :p)


The trigger you provided has potential to cause extreme lag. Try it yourself. Put in 4 to 5 units, and then let them slide. After a while, it will be very very laggy. This is due to increment of SlideGUI_MUISetting which results in the increasing number of Integer A loop. There are other weaknesses as well such as array size limit, hard to implement etc etc...

I think this system is not such a good idea. Sorry :(. Good effort to share though :).
 

Larcenist

REP: Respect, Envy, Prosperity?
Reaction score
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I guess there is a reason for these heavier systems to be created in JASS. Not only are they more efficient by default, they are a lot easier to implement too.

Beside that, good job making this. I know for a fact how annoying it is making systems and heavier coding in GUI.
 

Ryuu

I am back with Chocolate (:
Reaction score
64
> This is due to increment of SlideGUI_MUISetting which results in the increasing number of Integer A loop.

Hmm, I can make it so that when SlideGUI_MUISetting reaches a certain number, set it back to 0.

> hold on..

yeah, I'm holding on to my life.

> I guess there is a reason for these heavier systems to be created in JASS. Not only are they more efficient by default, they are a lot easier to implement too.

I refuse to acknowledge that. :D

> hold on..nvm, ill edit again, if i have a comment lol, sorry.

You make me excited for nothing. :(

> haha 8 units dropped my frame rate from 60 to 10

I'll try making it so that when SlideGUI_MUISetting reaches a certain number, set it back to 0.
I never tried it with multiple units.. silly me. :)

EDIT:
I have tested it with 9 units. Lagged the hell out of me. Right now I'm trying a way to solve the problem, as checking if the SlideGUI_MUISetting won't work, because what if the SlideGUI_MUISetting is set to 0 while the units are sliding? This would cause the system to malfunction.

So I have given it much thought, and I figured the best way is to use another variable. I made SlideGUI_MUISetting an array variable. It's index is SlideGUI_MUISetting2. So it's something like this:

SlideGUI_MUISetting[SlideGUI_MUISetting2]

When SlideGUI_MUISetting[SlideGUI_MUISetting2] reaches 50, I would make SlideGUI_MUISetting2 + 1.

That basically means the maximum number of sliders not to cause alot of lag are actually 50 to the power of SlideGUI_MUISetting2.

EDIT2:
Man, it didn't work. System malfunctioned after it SlideGUI_MUISetting reached 50. Units could not slide from then on. Is there any suggestions? Else, I have to make this a singleplayer slide system :(

EDIT3:
Ah, I can feel I'm getting close to the answer! I tried making another variable (I already deleted SlideGUI_MUISetting2) named SlideGUI_LagFixInteger. And instead of using the loop from 1 to SlideGUI_MUISetting, I used the loop from SlideGUI_LagFixInteger to SlideGUI_MUISetting. Everytime SlideGUI_MUISetting reaches 50, SlideGUI_LagFixInteger will add +49. This prevents the loop from doing the actions from 1 - 48, preventing alot of lag.

Only this time the problem is, when 50 is reached, the units won't slide! They will only go back to their walking ways.. why? Why is this happening?
 

vypur85

Hibernate
Reaction score
803
Lol... No wonder I felt weird. The trigger was not supposed to work. So I downloaded the map and found your secret :p. Your system can only cater for 10 units at once. It's not MUI (might as well make it as MPI). Anyway, setting SlideGUI_MUISetting to 10 initially is not the best answer to make your trigger lagless/MUI.
 

Ryuu

I am back with Chocolate (:
Reaction score
64
Well in the Important Notes trigger I told you that you can change the initial value..
So it's kind of like a customizable-MUI! :D

50 is a good value too, but with a lousy computer like mine even two units sliding will make me lag :(

EDIT2:
Oh, and it is NOT HARD to implement! I made it so easy. Instead of making a new trigger, making it blank, copying the library, change the stuff that you want in the trigger, etc. All you need to do is just copy the triggers over and change the stuff that you want!

Of course, if you mean copying over the code from the thread itself, then yes, but that's only one disadvantage. I made this making sure it is easy to implement. I even had a comment on every action in the map explaining what it does, if the user wants to change it :)
 

Larcenist

REP: Respect, Envy, Prosperity?
Reaction score
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Using Flare's MUI sollution with dummy units in a group with custom values as arrays would probably be a whole lot better. That way you wouldn't need to loop through all non-used array slots, leaving you with a loop count that's equivalent to amount of slides running.
 

Ryuu

I am back with Chocolate (:
Reaction score
64
Nah, thanks, but never mind.
The way it is now, it's good :D

Who would slide 50 units at once?
 

U are a noob

Mega Super Ultra Cool Member
Reaction score
152
You should set integer A to a variable rather than referring back to GetForLoopIndexA(). The way you control the amount of units sliding is interesting but you still have to reset the variable when it hits 8912.
 

Ryuu

I am back with Chocolate (:
Reaction score
64
> You should set integer A to a variable rather than referring back to GetForLoopIndexA().

Thanks for notifying me, but is it really necessary? I mean, I've already done it. :)

>The way you control the amount of units sliding is interesting but you still have to reset the variable when it hits 8912.

That was what I was dreading. Hmm, I have an idea. But I can't set it back to 0 if it hits 8192. Because then, the units can't slide anymore. I'm not sure why. Hmm.. how do I fix this..

I can't fix this. It remains as part of the system's con forever.
 

U are a noob

Mega Super Ultra Cool Member
Reaction score
152
Thanks for notifying me, but is it really necessary? I mean, I've already done it. :)

Well if a trigger is running every seconds you need it to be as efficient as possible.

That was what I was dreading. Hmm, I have an idea. But I can't set it back to 0 if it hits 8191. Because then, the units can't slide anymore. I'm not sure why. Hmm.. how do I fix this..

I can't fix this. It remains as part of the system's con forever.

You need to set the initial value of Set SlideGUI_MUISetting in a separate variable in map. Then when the MUISetting hits 8191 you set MUI setting to 0+the variable set in map initialization. Also when it hits 8191 you go through Lagfix and MUISetting and reset the values to 0-variable set.
 

Ryuu

I am back with Chocolate (:
Reaction score
64
Good idea. Never thought about that.
I do have one problem though.

I don't understand what you mean by 'you go through Lagfix and MUISetting and reset the values to 0-variable set'.
Because in the loop, there are many variables such as point/unit etc, so how can I set a point to 0? a unit to 0?

Please clarify.

EDIT:
I think I get what you're saying. To reset the values, huh?
 

Andrewgosu

The Silent Pandaren Helper
Reaction score
716
Please don't bump your thread more than once a day, no matter a new version of it is up and running.

I mean, the thread is on the first page, in the first 10 top threads. No need to bump it.
 

U are a noob

Mega Super Ultra Cool Member
Reaction score
152
Good idea. Never thought about that.
I do have one problem though.

I don't understand what you mean by 'you go through Lagfix and MUISetting and reset the values to 0-variable set'.
Because in the loop, there are many variables such as point/unit etc, so how can I set a point to 0? a unit to 0?

Please clarify.

EDIT:
I think I get what you're saying. To reset the values, huh?

What I meant was to loop through those numbers and re-set the arrays so what ever the unit for 8189 was will now be number 1 in the new array. 8190 would be 2. 8191 would be 3. So basically you re-set it so it would do the same thing and the old units won't stop.
 

Ryuu

I am back with Chocolate (:
Reaction score
64
> Please don't bump your thread more than once a day, no matter a new version of it is up and running.

Yessir. :D

> What I meant was to loop through those numbers and re-set the arrays so what ever the unit for 8189 was will now be number 1 in the new array. 8190 would be 2. 8191 would be 3.

Something like this?
8191 = 3
8190 = 2
8189 = 1
8188 = 0
8187 = -1
8186 = -2
8185 = -3

Trigger:
  • Uh
    • Events
      • Time - Every 0.02 seconds of game-time
    • Conditions
    • Actions
      • For each (Integer A) from SlideGUI_LagFix to SlideGUI_MUISetting, do (actions)
        • Loop - Actions
          • If (All Conditions are True) then (Then Actions) else (Else actions)
            • If - Conditions
              • (Integer A) Equal to 8191
            • Then - Actions
              • ???


Meh, I still don't know what to do in the actions.
 

U are a noob

Mega Super Ultra Cool Member
Reaction score
152
No. You are re-setting the arrays. NOT ANY VALUES. The values in one array are going to transfer to the other array so the unit can still slide.
 

Ryuu

I am back with Chocolate (:
Reaction score
64
So I transfer all the values from LagFix to MUISetting, and transfer them to where?
 

Ryuu

I am back with Chocolate (:
Reaction score
64
If I'm wasting your time sorry, but what new array?
 
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