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Advanced Camera, Keyboard & Movement System

Submitted by The_Witcher
This bundle is marked as approved. It works and satisfies the submission rules.
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


Codes

Camera System
Code (vJASS):
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


Movement System
Code (vJASS):
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[p].u
    endfunction

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

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

  1. The_Witcher

    The_Witcher

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    Please Comment/ Rate and maybe vote for approval

    Please try to give only helpful critism
     
  2. Zombie007

    Zombie007

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    Amazing camera system and verry useful...
     
  3. Walle

    Walle

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    Great system, you've done it again, this will definetely be useful for my map!
    5/5 +rep
     
  4. eleljrk

    eleljrk

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    Well, when i filtered the name (Without the & since it bug up the filter) i got 10 pages of results.. I guess this is something we are rich of on the hive.. ;)
     
  5. xxdingo93xx

    xxdingo93xx

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    Code (vJASS):
        loop
            exitwhen i > 12
            set up[i] = false
            set down[i] = false
            set left[i] = false
            set right[i] = false
            set i = i + 1
        endloop


    No need for this. The boolean starting value is always false. For the rest I can say this looks nice and useful.
     
  6. The_Witcher

    The_Witcher

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    -_- stupid mistake, you're perfectly right :D
    started the system looooong time ago when i was a noob :D

    changes made
     
  7. smoopa

    smoopa

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    how would i add my own unit/hero to the map that can be controlled by the system?
     
  8. The_Witcher

    The_Witcher

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    please read the beginning of the code for how-to:
     
  9. Adiktuz

    Adiktuz

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    nice system but maybe you can make the angle of attack changeable in-game.
     
  10. Vercas

    Vercas

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    Well, it's more interesting than I thought. Good job! :smile:
     
  11. Vercas

    Vercas

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    Do you have JNGP or JNGPS?
    Or, at least, JassHelper?

    If not, that's the reason.
     
  12. CHA_Owner

    CHA_Owner

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    Sorry i know this is a post from the grave.... but i was hoping to use this system in my map and the thing i noticed is that you do not have "Reverse" where the unit can walk straight backwards.....

    an example:

    player presses the down arrow key then make the unit move backwards and also apply inverted controls to it.

    Heres a map that kind of has it but i am only wanting to select 1 unit and this map works for "every selected unit".

    http://www.hiveworkshop.com/forums/spells-569/control-system-mf-143479/?prev=search%3Darrow%26d%3Dlist%26r%3D20
     
  13. The_Witcher

    The_Witcher

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    :D
    you seem to have taken something wrong!
    my system just brings a keyboard system for easier usage of the arrow keys!!
    the movement system is just short coded and bad and only as an example for the test map!!! please don't the keyboard movement as a great scriptet and usable system!!!

    UPDATE v.3.0: see changelog :D
     
    Last edited: Dec 18, 2009
  14. Miaow567

    Miaow567

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    Is this able to move up if I went up a hill, if not how would I make it so that I can
     
  15. Nherwyziant

    Nherwyziant

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    It's hard the see the screen when your on the top of a high raised ground. It's better if the unit is playing it's stand animation when the way is unpathable.
     
  16. Teldrassil

    Teldrassil

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    Heeey witcher, me again, 1st question, how do I change the angle of attack in game and have it work for the system? (i.e. a player doesn't like the current AoA so they want to change it using in-game commands)

    Second Question: Whenever the camera gets close to the unit it zooms in really close and makes it hard to see, can you make an option that changes the angle and attack (tilts it slightly more towards the sky) and the z offset (raises the view a bit) when the camera is within a certain range of your unit?
     
  17. Slaydon

    Slaydon

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    ZOMG, i need to use this, but questions first.....

    1, Can you pick up items, i looked through it

    2, does it take height (z)

    3, How do you implement the camera to my unit :p
     
  18. The_Witcher

    The_Witcher

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    Okay :D
    BIG UPDATE:

    system is now advanced: many more features such as zAngle support, smoother camera movement, no more item problems...

    just check out the new system with the improved test map!!
     
  19. Frunck

    Frunck

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    Really really awesome