🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
🏆 Hive's 6th HD Modeling Contest: Mechanical is now open! Design and model a mechanical creature, mechanized animal, a futuristic robotic being, or anything else your imagination can tinker with! 📅 Submissions close on June 30, 2024. Don't miss this opportunity to let your creativity shine! Enter now and show us your mechanical masterpiece! 🔗 Click here to enter!
On terrain
Events
Time - Every 0.05 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in *rect on ice*((((Matching unit) is A ground unit) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Actions)
Loop - Actions
Unit - Move (Picked unit) instantly to ((Position of (Picked unit)) offset by ((Current movement speed of (Picked unit)) / 20.00) towards (Facing of (Picked unit)) degrees)
I am only making a post in this so i can backtrack to it quickly in my 'View your posts' since i never know if ill use this in any of my games yet. (Though i do have an idea of putting it in the maze part of my td)
ahh u stole my animated sasuke gif! :lol:
well i was thinking of Sasuke with my own gif instead of the one that i found but that might not be for a while
=Þ i bet u don't know what those words under my sasuke mean
:? well maybe u do but MAYBE YOU DON'T
My god i didnt know this entire method was so complicated >.< :evil: . I ended up figuring it out after about 15 minutes of puzzlement :twisted: and i see that your trigger was exactly perfect, i just got confused with some of the same looking triggers and crap... Anyways thank you for a very clearly (I think) done 'tutorialish' thing.
Slide
Event:Every 0,03 seconds of the game
conditions : /
Action:
For each integer A from 1 to 10 do
Set Temp_point_Unit = Position of SlideUnit[Integer A]
If TerrainType at position of Temp_point_Unit equal to Northrend Ice
then do
Set Temp_point_Slide = Position of SlideUnit[Integer A] with offset 3 and facing Facing(SlideUnit[IntegerA])degrees
Move SlideUnit[Integer A] to Temp_point_Slide
Custom script : call RemoveLocation(udg_Temp_point_Unit[GetIntegerA())]
Custom script : call RemoveLocation(udg_Temp_point_Slide[GetIntegerA())]
this works fine without any lagg
2nd Trigger
Make unit face point ( needed for slide )
Normally you can't move the unit when its sliding. But you can do it with another trigger
Make unit face degrees
Event:A unit gets an on a point order ( or something like this )
Conditions: Ordered order equal to (move)
Set Temp_Point_Order = Point of Issued Order
If Triggering unit equal to SlideUnit[Playernumber of(Owner of(Triggering unit))] equal to true
Terrain type at position of SlideUnit[Playernumber of(Owner of(triggering unit))] equal to Northrend - ice
Make unit face Temp_Point_Order in 0,1 seconds ( Or your delay )
Custom Script:Call RemoveLocation(udg_Temp_Point_Order[GetConvertedPlayerID(GetUnit( TriggeringUnit())]
purplepoot, not every trigger without cleaning leaks lags after using it a couple of times. u hardly notice it.. i only clean leaks if its a very long game or if alot units use the trigger. but yea, Don0ndrew, if u want, just go get leak checker on this site and clean the damn memory leaks
and why u dont like the movespeed thing? look, if u r running and suddenly get on ice, u slide faster then when u walk, and enter the ice right? with movement speed is so much more realistic then every unit sliding at the same speed.. is just stupid
well i finally added this to my td but it caused INSANE ammount of lag (even just playtesting alone) is there a less laggy way or a way to fix the lag?
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.