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Advanced Camera, Keyboard & Movement System

This is my Advanced Camera, Keyboard and Arrow Key Movement System requested by Nara-shikamaru and many other users.

The Camera System
The camera system is basicly a system that adjusts the camera distance, height and angle.
This prevents the camera from going through doodads or blocking your view when you walk away from them or even up a hill...
Well its MPI and easy to handle!
Read the beginning of the code to see the included functions!
The important values are changeable ingame AND NOW FOR EACH PLAYER SEPERATELY!!

But what makes this system advanced?
In contrast to many other camera systems this one isn't interrupted by items or units standing in your way. It adjusts the zAngle, too, but not like 'bamm' and the new angle is there!! It's smooth and lagg free!!!


The Keyboard System
nothing new but VERY useful as i think...
always when you want to create a effective arrow key movement system or a sniper system or anything else using the arrow keys you need to create 8 triggers: 4 for the key press event and 4 for the key release event.
this system just brings you these triggers, merged and optimized.
now you don't need 8 triggers you just need 1.
You have a function to check whether key xy is pressed.
in addition you have the power to register double press events to triggers.
they will fire when key xy is pressed twice within 0.5 seconds (adjustable).


The Arrow Key Movement System
nothing new, too, but useful, lagg free, MPI and it features custom plugins!
It has the basic functions of each arrow key system:
Up = move towards facing
Down = walk backwards
Left = turn left
Right = turn right
BUT my system doesn't collide with walls, it slides along them!
it is fully MPI so each player can control one unit, even if he doesn't own that unit!
And as i haven't seen this in any movement system before:
when a unit walks backwards it's animation is played reversed, too, so it doesn't look crappy :D Even flying units are supported!!

In addition everyone can expand this system by coding own plugins!!
For this test map I created the following ones:
Double Up press = dash foreward
Double Down Press = turn 180° around
Double Left or Right press = move in that direction without changing the facing angle...

check out the how to's in the test map to create your own plugins!


The test map uses all systems by giving you arrow key movement control over a soldier walking around in a small but lovely village.
To test the zAngle feature please walk outside the village where the hills begin :D

I was asked why i placed items there, because your unit can't pickup items...
Well other systems collide with items and count them as a wall!
My doesn't... it ignores them ;D

you need JNGP and some JASS knowledge to get this code working correctly


If you need a GUI tutorial for this system then read this one, made by Kirizaru

Tutorial


give credits when used and +rep if you think it's worth it


have fun



JASS:
library AdvancedCameraSystem initializer Init
    // Advanced Camera System by The_Witcher
    //
    // This is a very advanced advanced camera system which adjusts the camera 
    // distance to the target so the camera isn't looking through houses/trees/...
    // and the cameras angle of attack so the view isn't blocked because of hills...
    //
    // useful for RPGs and that stuff
    //
    // To bind the camera to a unit for a player use
    //   SetCameraUnit(  unit, player )
    //
    // if you want to have your normal camera again use
    //   ReleaseCameraUnit(  player  )
    //
    // in case you want to know which unit is bound to the camera for player xy use
    //   GetCameraUnit(  player  )
    //
    // to change the AngleOfAttack of a player ingame use
    //   SetCamDefaultAngleOfAttack(  Player, NewValue  )
    //
    // to change the maximal camera target distance of a player ingame use
    //   SetCamMaxDistance(  Player, NewValue  )
    //
    // to change the maximal distance behind the target, the z-offset is checked (for z-angle), of a player ingame use
    //   SetCamMaxZCheckDistance(  Player, NewValue  )
    //
    //   SETUP PART
    globals
        // The max. distance the camera can have to the target
        private real DEFAULT_MAX_DISTANCE = 1000
    
        // The max. distance the zOffset behind the unit is checked (for zAngle)
        private real DEFAULT_MAX_Z_CHECK_DISTANCE = 500
    
        // the camera angle of attack correction after the zAngle calculation
        private real DEFAULT_ANGLE_OF_ATTACK = -20
    
        // the timer interval (0.01 is best but can lagg in huge maps with many of these short intervals)
        private constant real INTERVAL = 0.03
    
        // the time the camera will need to adjust
        private constant real DELAY = 0.25
    
        // the standart z of the camera
        private constant real NORMAL_HEIGHT = 100
    
        // the accuracy increases if the value gets smaller
        private constant real ACCURACY = 50
    
        // the secondary accruracy when the camera reaches a barricade (just leave at this amount)
        private constant real EXTREME_ACCURACY = 10
    endglobals
    //  SETUP END

    // don't modify the code below!

    globals 
        private item ite
        private real array Aoa[15]
        private real array Dist[15]
        private real array CheckDist[15]
        private unit array CamUnit[15]
        private timer tim = CreateTimer()
        private location loc = Location(0,0)
        private integer active = 0
        private hashtable h = InitHashtable()
    endglobals

    private function IsCoordPathable takes real x, real y returns boolean
        call SetItemVisible(ite,true)
        call SetItemPosition(ite,x,y)
        set x = GetItemX( ite) - x
        set y = GetItemY( ite) - y
        call SetItemVisible(ite,false)
        if x < 1 and x > -1 and  y < 1 and y > -1 then
            return true
        endif
        return false
    endfunction    

    private function HideAllItems takes nothing returns nothing
        if IsItemVisible(GetEnumItem()) then
            call SaveInteger(h,GetHandleId(GetEnumItem()),0,1)
        endif
        call SetItemVisible(GetEnumItem(),false)
    endfunction

    private function ShowAllItems takes nothing returns nothing
        if LoadInteger(h,GetHandleId(GetEnumItem()),0) == 1 then
            call SetItemVisible(GetEnumItem(),true)
            call FlushChildHashtable(h,GetHandleId(GetEnumItem()))      
        endif
    endfunction

    private function Actions takes nothing returns nothing
        local real x
        local real y
        local real angle
        local real rz
        local real z
        local integer i = 0
        local integer Check
        local real CheckDistance
        local real DistanceDone
        local rect rec
        loop
            exitwhen i >= bj_MAX_PLAYERS
            if CamUnit[i] != null then
                set DistanceDone = 0
                set rz = 0
                set x = GetUnitX(CamUnit[i])
                set y = GetUnitY(CamUnit[i])
                set Check = 1
                set angle = (GetUnitFacing(CamUnit[i]) - 180)*bj_DEGTORAD
                set CheckDistance = ACCURACY
                set z = DEFAULT_ANGLE_OF_ATTACK
                if not IsUnitType(CamUnit[i], UNIT_TYPE_FLYING) then
                    loop
                        set x = x + CheckDistance * Cos(angle)
                        set y = y + CheckDistance * Sin(angle)
                        set DistanceDone = DistanceDone + CheckDistance
                        call MoveLocation(loc,x,y)
                        set z = GetLocationZ(loc)
                        if RAbsBJ(z) > RAbsBJ(rz) and DistanceDone <= CheckDist[i] then
                            set rz = z
                        endif
                        if not IsCoordPathable(x,y)then
                            set rec = Rect(x-ACCURACY,y-ACCURACY,x+ACCURACY,y+ACCURACY)
                            call EnumItemsInRect(rec,null, function HideAllItems)
                            if not IsCoordPathable(x,y)then
                                set Check = 0
                            endif
                            call RemoveRect(rec)
                        endif
                        if Check == 0 and CheckDistance == ACCURACY then
                            set DistanceDone = DistanceDone - CheckDistance
                            set x = x - CheckDistance * Cos(angle)
                            set y = y - CheckDistance * Sin(angle)
                            set Check = 1
                            set CheckDistance = EXTREME_ACCURACY
                        endif
                        exitwhen (Check == 0 and CheckDistance == EXTREME_ACCURACY) or DistanceDone > Dist[i]
                    endloop          
                else
                    set DistanceDone = Dist[i]
                endif
                call MoveLocation(loc,GetUnitX(CamUnit[i]),GetUnitY(CamUnit[i]))
                set x = GetLocationZ(loc)     
                loop
                    exitwhen x - rz < 180
                    set x = x - 180
                endloop               
                set z = Atan2(x-rz,200) * bj_RADTODEG + Aoa[i]
                if IsUnitType(CamUnit[i], UNIT_TYPE_FLYING) then
                    set z = Aoa[i]
                endif
                if GetLocalPlayer() == Player(i) then
                    call CameraSetSmoothingFactor(1)
                    call SetCameraField(CAMERA_FIELD_TARGET_DISTANCE, DistanceDone, DELAY)
                    call SetCameraField(CAMERA_FIELD_ANGLE_OF_ATTACK, z, DELAY)
                    call SetCameraField(CAMERA_FIELD_ZOFFSET,GetCameraField(CAMERA_FIELD_ZOFFSET)+x+GetUnitFlyHeight(CamUnit[i])+NORMAL_HEIGHT-GetCameraTargetPositionZ(),DELAY)
                    call SetCameraField(CAMERA_FIELD_ROTATION, angle*bj_RADTODEG+180, DELAY)
                    call SetCameraTargetController(CamUnit[i],0,0,false)
                endif
            endif
            set i = i + 1
        endloop
        call EnumItemsInRect(bj_mapInitialPlayableArea,null, function ShowAllItems)  
        set rec = null
    endfunction

    function ReleaseCameraUnit takes player p returns nothing
        if CamUnit[GetPlayerId(p)] != null then
            set CamUnit[GetPlayerId(p)] = null
            call ResetToGameCameraForPlayer(p,0)
            if GetLocalPlayer() == p then
                call CameraSetSmoothingFactor(0)
            endif
            set active = active - 1
            if active == 0 then
                call PauseTimer(tim)
            endif
        endif
    endfunction

    function SetCameraUnit takes unit u, player owner returns nothing
        if CamUnit[GetPlayerId(owner)] != null then
            call ReleaseCameraUnit(owner)
        endif
        set CamUnit[GetPlayerId(owner)] = u
        set active = active + 1
        if active == 1 then
            call TimerStart(tim,INTERVAL,true,function Actions)
        endif
    endfunction

    function SetCamDefaultAngleOfAttack takes player p, real a returns nothing
        set Aoa[GetPlayerId(p)] = a
    endfunction

    function SetCamMaxDistance takes player p, real d returns nothing
        set Dist[GetPlayerId(p)] = d
    endfunction

    function SetCamMaxZCheckDistance takes player p, real d returns nothing
        set CheckDist[GetPlayerId(p)] = d
    endfunction

    function GetCameraUnit takes player pl returns unit
        return CamUnit[GetPlayerId(pl)]
    endfunction 

    private function Init takes nothing returns nothing
        local integer i = 0                   
        loop
            exitwhen i >= bj_MAX_PLAYERS
            set CamUnit[i] = null
            set Aoa[i] = DEFAULT_ANGLE_OF_ATTACK
            set Dist[i] = DEFAULT_MAX_DISTANCE
            set CheckDist[i] = DEFAULT_MAX_Z_CHECK_DISTANCE
            set i = i + 1
        endloop
        set ite = CreateItem( 'wolg', 0,0 )
        call SetItemVisible(ite,false)
    endfunction

endlibrary

JASS:
library ArrowKeyMovement initializer Init requires KeyboardSystem, ArrowKeyMovementPlugins

    // Arrow key movement by The_Witcher
    //   this system allows each player to control 1 unit 
    //   with his arrow keys even if he doesn't own the unit!
    //   It features turning on the left and right arrow, walking foreward 
    //   by pressing the up arrow and walking backwards by pressing the down arrow...
    //
    // You can improve this system with plugins but you need vJass knowledge for that!
    //
    //  --> The TurnRate of a unit inside the object editor STILL influences the turn rate from this system <--
    //
    // Included functions:
    //
    //      SetMovementUnit ( whichunit, forWhichPlayer, walkAnimationIndex )
    //                          unit         player            integer
    //            this gives the player the arrow key movement control over the unit
    //            while the unit moves the animation of the given index is played
    //            (just try around to find the index... start at 0 and increase 
    //             by 1 until you find the walk index of that unit)
    //
    //
    //      ReleaseMovementUnit ( fromWhichPlayer )
    //                                player
    //            this function removes the control from a player
    //
    //
    //      GetMovementUnit ( fromWhichPlayer )    returns unit
    //                            player
    //            I think its self explaining...
    //
    //
    //      SetMovementUnitAnimation ( fromWhichPlayer, animation )
    //                                    player         integer
    //            this function allows ingame changing of the played animation of a unit


    // ------- SETUP PART ---------
    globals
        // the timer interval... increase if laggy
        private constant real INTERVAL = 0.01
    
        // the facing change in degrees each interval (must be a positive value)
        private constant real DEFAULT_VIEW_CHANGE = 4
    
        // when you move backwards you move slower than normal...
        private constant real BACKWARDS_MOVING_FACTOR = 0.7      
    
        // if the unit turns it will turn faster the longer it does...
        // some people may need that but then it should be 1.02 (1.0 means disabled)
        private constant real TURN_ACCELERATION = 1
    
        // (can only be 1 or -1) if you walk backwards you have 2 ways of turning
        //  1. way: pressing left will make the char turn left
        //  2. way: pressing left will make the char turn so he moves to the left                                                                 
        private constant integer REVERSED_BACKWARDS_MOVING = 1
    endglobals                            

    // whenever this function returns false for a unit it won't be moved even if the player
    //  presses the keys! change to create your own "No Movement" conditions
    private function MoveConditions takes unit u returns boolean
        return not IsUnitType(u,UNIT_TYPE_SLEEPING) and not IsUnitType(u,UNIT_TYPE_STUNNED) and not (IsUnitType(u,UNIT_TYPE_DEAD) or GetUnitTypeId(u) == 0 )
    endfunction

    //   --------- don't modify anything below this line ------------
    struct ArrowKeyMovement
        private static ArrowKeyMovement array all [12]       // = bj_MAX_PLAYERS
        private static timer tim
        
        
        integer walking
        unit u
        integer animation
        real SpeedFactor
        real ViewChange
        real SpecialDirection
        boolean SpecialDirectionActive
        
        static method operator [] takes player p returns ArrowKeyMovement
            local integer i = GetPlayerId(p)
            if .all[i] == 0 then
                set .all[i] = ArrowKeyMovement.create()
                set .all[i].SpeedFactor = 1
                set .all[i].SpecialDirection = 0
                set .all[i].SpecialDirectionActive = false
                set .all[i].ViewChange = DEFAULT_VIEW_CHANGE
            endif
            return .all[i]
        endmethod

        private static method Walking takes nothing returns nothing
            local integer i = 0
            local real x
            local real y
            local real X
            local real Y
            local boolean boolX
            local boolean boolY
            local boolean left
            local boolean right
            local boolean up
            local boolean down
            local ArrowKeyMovement mov
            loop
                exitwhen i >= 12              // = bj_MAX_PLAYERS
                set mov = .all[i]
                if mov.u != null and MoveConditions(mov.u) then
                    // special movement <-- plugins
                    if mov.SpecialDirectionActive then
                        if mov.walking != 1 then
                            call SetUnitTimeScale(mov.u,mov.SpeedFactor)
                            call SetUnitAnimationByIndex(mov.u,mov.animation)
                            set mov.walking = 1
                        else
                            call SetUnitTimeScale(mov.u,mov.SpeedFactor)
                        endif
                        set x = GetUnitX(mov.u)
                        set y = GetUnitY(mov.u)
                        set X = x + GetUnitMoveSpeed(mov.u)*INTERVAL * Cos(mov.SpecialDirection*bj_DEGTORAD) * mov.SpeedFactor
                        set Y = y + GetUnitMoveSpeed(mov.u)*INTERVAL * Sin(mov.SpecialDirection*bj_DEGTORAD) * mov.SpeedFactor
                        call SetUnitPosition(mov.u,X,Y)
                        if (RAbsBJ(GetUnitX(mov.u)-X)>0.5)or(RAbsBJ(GetUnitY(mov.u)-Y)>0.5)then
                            call SetUnitPosition(mov.u,X,y)
                            set boolX = RAbsBJ(GetUnitX(mov.u)-X)<=0.5
                            call SetUnitPosition(mov.u,x,Y)
                            set boolY = RAbsBJ(GetUnitY(mov.u)-Y)<=0.5
                            if boolX then
                                call SetUnitPosition(mov.u,X,y)
                            elseif boolY then
                                call SetUnitPosition(mov.u,x,Y)
                            else
                                call SetUnitPosition(mov.u,x,y)
                            endif
                        endif
                    else
                        // Normal movement
                        set left = IsKeyDown(KEY_LEFT,Player(i))
                        set right = IsKeyDown(KEY_RIGHT,Player(i))
                        set up = IsKeyDown(KEY_UP,Player(i))
                        set down = IsKeyDown(KEY_DOWN,Player(i))
                        //right down
                        if right then
                            if down then
                                call SetUnitFacing(mov.u,GetUnitFacing(mov.u)-mov.ViewChange * -REVERSED_BACKWARDS_MOVING)
                            else
                                call SetUnitFacing(mov.u,GetUnitFacing(mov.u)-mov.ViewChange)
                            endif
                            set mov.ViewChange = mov.ViewChange * TURN_ACCELERATION
                        elseif not left then
                            set mov.ViewChange = DEFAULT_VIEW_CHANGE
                        endif
                        //left down
                        if left then
                            if down then
                                call SetUnitFacing(mov.u,GetUnitFacing(mov.u)+mov.ViewChange * -REVERSED_BACKWARDS_MOVING)
                            else
                                call SetUnitFacing(mov.u,GetUnitFacing(mov.u)+mov.ViewChange)
                            endif
                            set mov.ViewChange = mov.ViewChange * TURN_ACCELERATION
                        elseif not right then
                            set mov.ViewChange = DEFAULT_VIEW_CHANGE
                        endif
                        if mov.ViewChange > 179 then
                            set mov.ViewChange = 179
                        endif
                        //up down
                        if up then
                            if mov.walking != 1 then
                                call SetUnitTimeScale(mov.u,mov.SpeedFactor)
                                call SetUnitAnimationByIndex(mov.u,mov.animation)
                                set mov.walking = 1
                            else
                                call SetUnitTimeScale(mov.u,mov.SpeedFactor)
                            endif
                            set x = GetUnitX(mov.u)
                            set y = GetUnitY(mov.u)
                            set X = x + GetUnitMoveSpeed(mov.u)*INTERVAL * Cos(GetUnitFacing(mov.u)*bj_DEGTORAD) * mov.SpeedFactor
                            set Y = y + GetUnitMoveSpeed(mov.u)*INTERVAL * Sin(GetUnitFacing(mov.u)*bj_DEGTORAD) * mov.SpeedFactor
                            //down down
                        elseif down then
                            if mov.walking != 2 then
                                call SetUnitTimeScale(mov.u,-BACKWARDS_MOVING_FACTOR * mov.SpeedFactor)
                                call SetUnitAnimationByIndex(mov.u,mov.animation)
                                set mov.walking = 2
                            else
                                call SetUnitTimeScale(mov.u,-BACKWARDS_MOVING_FACTOR * mov.SpeedFactor)
                            endif
                            set x = GetUnitX(mov.u)
                            set y = GetUnitY(mov.u)
                            set X = x - GetUnitMoveSpeed(mov.u) * INTERVAL * Cos(GetUnitFacing(mov.u)*bj_DEGTORAD) * BACKWARDS_MOVING_FACTOR * mov.SpeedFactor
                            set Y = y - GetUnitMoveSpeed(mov.u) * INTERVAL * Sin(GetUnitFacing(mov.u)*bj_DEGTORAD) * BACKWARDS_MOVING_FACTOR * mov.SpeedFactor
                        endif
                        //move
                        if down or up then
                            call SetUnitPosition(mov.u,X,Y)
                            if (RAbsBJ(GetUnitX(mov.u)-X)>0.5)or(RAbsBJ(GetUnitY(mov.u)-Y)>0.5)then
                                call SetUnitPosition(mov.u,X,y)
                                set boolX = RAbsBJ(GetUnitX(mov.u)-X)<=0.5
                                call SetUnitPosition(mov.u,x,Y)
                                set boolY = RAbsBJ(GetUnitY(mov.u)-Y)<=0.5
                                if boolX then
                                    call SetUnitPosition(mov.u,X,y)
                                elseif boolY then
                                    call SetUnitPosition(mov.u,x,Y)
                                else
                                    call SetUnitPosition(mov.u,x,y)
                                endif
                            endif
                        else
                            if mov.walking != 0 then
                                call SetUnitAnimation(mov.u,"stand")
                                call SetUnitTimeScale(mov.u,1)
                                set mov.walking = 0
                            endif
                        endif
                    endif
                endif
                set i = i + 1
            endloop
        endmethod
        
        static method onInit takes nothing returns nothing
            set .tim = CreateTimer()
            call TimerStart(.tim,INTERVAL,true,function ArrowKeyMovement.Walking)
        endmethod
    
    endstruct

    function GetMovementUnit takes player p returns unit
        return ArrowKeyMovement.u
    endfunction

    function SetMovementUnitAnimation takes player p, integer animation returns nothing
        set ArrowKeyMovement.animation = animation
    endfunction

    function ReleaseMovementUnit takes player p returns nothing
        if ArrowKeyMovement.u != null then 
            set ArrowKeyMovement.walking = 0
            call SetUnitAnimation(ArrowKeyMovement.u,"stand")
            call SetUnitTimeScale(ArrowKeyMovement.u,1)
            set ArrowKeyMovement.u = null
        endif
    endfunction

    function SetMovementUnit takes unit u, player p, integer anim returns nothing
        if u == null then
            call ReleaseMovementUnit(p)
            return
        endif
        if ArrowKeyMovement.u != null then
            call ReleaseMovementUnit(p)
        endif
        call SetUnitAnimation(ArrowKeyMovement.u,"stand")
        set ArrowKeyMovement.u = u
        set ArrowKeyMovement.animation = anim
    endfunction

    //! runtextmacro ArrowKeyMovement_Plugins_Functions()

    private function Init takes nothing returns nothing
        //! runtextmacro Init_ArrowKeyMovement_Plugins()
    endfunction

endlibrary


Keywords:
camera, key, arrow, up, down, left, right, press, release, vjass, mpi, rpg, distance, angle, zAngle, jass, z, item, doodad, movement, third, person, f
Contents

Camera and Keyboard System (Map)

Level 1
Joined
Sep 2, 2008
Messages
2
found a minor bug in the camsys

didn't look into the code yet though -what could be the cause/how to fix .. :grin: .. maybe i will
anyway: if you move around and try to scroll with the mouse wheel (or hit it accidently) the cam doesn't stop from going up and down, which is only triggered if the cam adjusts to the facing angle of the running unit at that moment (as far as i remember)
well should be no problem if people use it together with the movement sys and don't need the mouse at all while/for moving, but if they do and/or just mess around (like i do), it would make me want to quit as long as there is no -debug command or w/e built into the map, because it is very annoying and could cause eye cancer or an epileptic seizure :ugly:

greetings
 
There are similar GUI compatible systems, not as good, but good enough. THIS system is too advanced for GUI or regular Jass, If you figure out a DECENT way of detecting EXACT terrain heights I might be able to help out out, that custom script crap doesnt work properly like this system does :p.

I dont understand why this system isn't Directors Cut though...
 
There are similar GUI compatible systems, not as good, but good enough. THIS system is too advanced for GUI or regular Jass, If you figure out a DECENT way of detecting EXACT terrain heights I might be able to help out out, that custom script crap doesnt work properly like this system does :p.

I dont understand why this system isn't Directors Cut though...

That's a mystery.

Thanks guys you're great :D
maybe you can put in a good word me ;)
thanks for your support!


@ EVERYONE HERE: I still take requests for new systems in vJASS!
 
Level 10
Joined
Jun 7, 2008
Messages
420
One very big problem...
How do we make the camera further away from the target at all times?

More specifically, I'd prefer view 2 over current (1)

viewc.jpg


Pictured: over 9000 hours in mspaint

One way I found was to set the accuracy and extreme accuracy, but somehow the camera still shifts between far away and near to the target which causes massive headache in a bships game. Need it to stay at about 700 distance regardless of anything.

Thanks
 

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Last edited:
One very big problem...
How do we make the camera further away from the target at all times?

More specifically, I'd prefer view 2 over current (1)

viewc.jpg


Pictured: over 9000 hours in mspaint

One way I found was to set the accuracy and extreme accuracy, but somehow the camera still shifts between far away and near to the target which causes massive headache in a bships game. Need it to stay at about 700 distance regardless of anything.

Thanks

Sry for that but my system doesn't support water for now :D:D i will fix that very soon!!
 
Level 1
Joined
Jan 16, 2011
Messages
2
well how do you make it work for two players i set the u variable for 2 people but for the first player it makes you control the 2nd players unit?
 
Level 30
Joined
Jul 31, 2010
Messages
5,246
I fell in love from the arrow key movements, excellent! although I have some questions with your system,

how come when your using the dragon the soldier is still standing there? I mean can't it fly with the dragon? :alol:

and can't you just use the hippogriff ability were you combine with the soldier instead of making a dragon that's difficult to land and return back to the soldier model? just curious, really good system you made, keep it up!
 
Level 16
Joined
Jun 24, 2009
Messages
1,409
Such a nice bunch of systems and they work together properly. However I have a little bug ~.~ I imported it into my map where the players will move with a ghoul and instead of the walk animation it plays the ghoul's death animation ~.~ How can I fix that?
Also how can I disable the double press events?
 
Level 21
Joined
Dec 9, 2007
Messages
3,096
Such a nice bunch of systems and they work together properly. However I have a little bug ~.~ I imported it into my map where the players will move with a ghoul and instead of the walk animation it plays the ghoul's death animation ~.~ How can I fix that?
Also how can I disable the double press events?

You have to use the ghoul's walk animation ID in the function.
 
Level 3
Joined
Jun 30, 2011
Messages
17
To everyone:

To let other players have shared visual with the camera unit, you must simple copy and paste this custom script with the Number of Player. (1-16)

You can find, in the trigger "systems used" three actions.
Copy and paste
JASS:
call SetCameraUnit(udg_u, Player(0))
and change the copied one to
JASS:
call SetCameraUnit(udg_u, Player(1))

Voila! The camera is now shared with Player 2 (Blue).

Just because I had some time to figure it out, lol.
 
Level 9
Joined
Oct 17, 2009
Messages
370
v.9.0: after trying to add a feature to make doodads blocking your view transparent (which i realized is impossible in WC3) i improved the cam system's code a little

thats not impossible, or, it is but you can do it in another way, just check the distance between the cam and unit, and the angle of the camera, and if there are any doodads in that angle from the unit in the range between the camera and unit just make them transparent.
 
I'm having problems too, in Cam System trigger there's written that I must use ReleaseCamUnit but JassHelper says it's not definited.

fixed: please use ReleaseCameraUnit and it will work!

thats not impossible, or, it is but you can do it in another way, just check the distance between the cam and unit, and the angle of the camera, and if there are any doodads in that angle from the unit in the range between the camera and unit just make them transparent.

"and unit just make them transparent." and exactly this is the impossible part!
 
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Jul 19, 2011
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Import problems

Everything works smoothly in your test map, but when i try to import it to another map, it comes up with a list of errors:

Skarmbillede_2011-07-19_kl._11_.28_.08_.png


what'd i do wrong? BTW epic systems
 
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