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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. merdren

    merdren

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    Alright thisl make me sound like a noob at jass (fore i am a noob at jass) but what do i type and were to set the walk animation ive looked allover ur notes and things and i couldent figure out i tried a few gesses but jass helper told me it was errord so if u could link up what to type exactly id love u forever!!

    oh and i almost forgot when u select the unit in the editor and on the left theres the little window with the model there go through the anims and count till u find the walk anim or atleast thats what i think u do instead of gess and checkin i believ the riflemans walk is five
    anim.jpg

    lol u can still control the unit when it dies
     
    Last edited: Jul 2, 2010
  2. AzNGuNzFoo

    AzNGuNzFoo

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    Hey I would just like to say that I am loving this camera system!
    However, I must admit that I am a total noob at Jass and can't seem to get this to work. Can anyone help me out?
     
  3. merdren

    merdren

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    well copy it all plus one of the trigs in the setup folder named systems in use. triggs (gui thank the lord) like
    • systems in use
      • Events
        • Time - Elapsed game time is 0.00 seconds
      • Conditions
      • Actions
        • Set u = Footman 0001 <gen>
        • Custom script: call SetCameraUnit(udg_u, Player(0))
        • Custom script: call SetMovementUnit(udg_u,Player(0),6)

    copy that in also and change u to the unit you wana control all will work sept it might not play walk anim im not sure how to change hopefly sombody will post how
     
  4. SilverLeaf

    SilverLeaf

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    Need help

    The release function doesn't work

    Compile error
    Code (vJASS):
    function Trig_TestCamRelease_Actions takes nothing returns nothing
        call ReleaseCamUnit(2)
    endfunction

     


    The trigger in question is

    • TestCamRelease
      • Events
        • Player - Player 3 (Teal) types a chat message containing -release as An exact match
      • Conditions
      • Actions
        • Custom script: call ReleaseCamUnit(2)
     
  5. knight_godryu

    knight_godryu

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    hehehe

    sure sure :D
     
  6. The_Witcher

    The_Witcher

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    guys LEARN JASS BASICS!! you don't have to know how to code but you should understand how jass works so you can use jass systems...

    to change the animation you have to change the 6 in Custom script: call SetMovementUnit(udg_u,Player(0),6) into another number! you have to try around with this value cause there is no way to say which is the right one before trying... just start at 0 and always increase by 1 until you find the right one ;)



    UPDATE: 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
     
  7. knight_godryu

    knight_godryu

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    This is really Good :D
     
  8. i_am_cuul

    i_am_cuul

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    would it be possible to change the function of arrow keys when one of the other arrow keys is pressed? i was thinking that it would be cool to make it so when strafing, the opposite arrow is used to turn, like it would when not strafing, and the up arrow is used to turn the opposite way, because the arrow used to turn that way would be currently held down.

    (strafing left then pushing the up arrow would turn u left as u strafe and right arrow would turn u right
     
  9. The_Witcher

    The_Witcher

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    Well the whole strafing thing is coded as a plugin and not part of the system core^^ so you can code your own plugin or edit mine so you get your result...
     
  10. knight_godryu

    knight_godryu

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    woah?

    does the things you 2 are talking about means that if i press ◄ and then ↑ it will make me move to Northwest direction?
     
  11. Kunfury

    Kunfury

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    for some reason it wont load the game when i try to test the map plz help
     
  12. Its Ryan Boi

    Its Ryan Boi

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    For some reason World-edit crashes when I try to run. Oh well.
     
  13. knight_godryu

    knight_godryu

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    maybe you tried to test the map in an editor with JNGP.....I think you should use the normal WE
     
  14. Vercas

    Vercas

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    or fucking not.
     
  15. knight_godryu

    knight_godryu

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    why? it seems pretty good for me since i cant test maps in my editor with JNGP
     
  16. The_Witcher

    The_Witcher

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    it is IMPOSSIBLE to test a map with vjass code in an editor without jngp!!
    You need it! As a solution: always use the newest jngp version and save the map before testing!!
     
  17. Vercas

    Vercas

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    Update JassHelper!!!
     
  18. merdren

    merdren

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    disregard my last comment about how to find the anim. it just worked by chance on the unit i tried it on, do what the witcher said about starting at the bottom and going up.

    Thanks for posting how to set anim +rep for u!!:infl_thumbs_up:
     
  19. Vercas

    Vercas

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    I've looked at the spells ratings, and I've come to the conclusion that this is the best spell/system at hive! It's got 15 5/5 ratings! It's the 5/5 rated spell with most raters!
    Damn it deserves this rating for it's coolness!
     
  20. ZeeXer

    ZeeXer

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    Thanks ALOT for this system. I've been searching for a good system for ages, I actually made this account just to thank you. I don't know much about jass, but what i know is that there are others who have a lot to learn from you. I love the double click system.
    10/5 +rep