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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 21
Joined
Dec 9, 2007
Messages
3,096
kk i tried it and still does the same thing this is the wierdest glitch ever since it works perfectly fine before i save it then when i save it frizes out

Ok, first, download JNGP again.
Second, open the map.
Third, save the map.
Fourth, save the map again.
Fifth, open the map in Warcraft, not using the Test button.

Please note that JNGP might break the first time you open it.

For keeping your JNGP safe, put it in a .rar (download WinRar, if you don't have it) archive (not .zip!), and, from now on, you open the archive and double-click NewGen WE. DO NOT allow it to overwrite any file. It's the key of keeping it safe.

If it still doesn't work... No idea.
 
Level 12
Joined
Feb 11, 2008
Messages
809
Ok, first, download JNGP again.
Second, open the map.
Third, save the map.
Fourth, save the map again.
Fifth, open the map in Warcraft, not using the Test button.

Please note that JNGP might break the first time you open it.

For keeping your JNGP safe, put it in a .rar (download WinRar, if you don't have it) archive (not .zip!), and, from now on, you open the archive and double-click NewGen WE. DO NOT allow it to overwrite any file. It's the key of keeping it safe.

If it still doesn't work... No idea.

Vercas you are the man it works perfectly fine after i do that also the maps file size is like 90 when i save it before it was just 85 so thanks again for the help and +rep
 
Level 2
Joined
Mar 25, 2008
Messages
11
Nice system! I would need this in my ORPG but I just want the cam to not go through destructibles and hills. I already got the movementsystem and I've fixed the cam but the problem with going through destructibles and such are still there, so my question is if you could just do the camsystem for just that part? :) Msg me if you wanna help :)
 
Nice system! I would need this in my ORPG but I just want the cam to not go through destructibles and hills. I already got the movementsystem and I've fixed the cam but the problem with going through destructibles and such are still there, so my question is if you could just do the camsystem for just that part? :) Msg me if you wanna help :)

maybe i misunderstood you, but you can just copy the camera system without the others...
 
Level 2
Joined
Mar 25, 2008
Messages
11
maybe i misunderstood you, but you can just copy the camera system without the others...

Thats the problem, when I do that the shit won't work. Is the system set to set the camera to the selected player? I just get a "wrong" message that tells me that the system dosn't work.. :(
 
Level 2
Joined
Mar 20, 2009
Messages
21
All of it is amazing! However, why are there items if you have no inventory?
What??
You mean the icons in the empty slots?
They just indicate that the slot is empty and have no effect...
I mean the unit you control possesses no inventory, and yet you placed three orbs of frost. I don't see why you'd place them if you can't pick them up.
 
Last edited:
Level 7
Joined
Dec 23, 2009
Messages
1,434
The system can be very helpful to many gamers out there. Only one thing:
When i press back while I'm controlling the dragon, the dragon's animation freezes. When i release, it is back to normal. Why is that?
Bitte, mach das in ordnung. Und, die camera is ziemlich gut. Mach so weiter :D
 
Level 2
Joined
Dec 24, 2009
Messages
34
i love this system!!!!!
When u dobbel click about up.down.left or right happen begin the unit to turn aroud,slaid to right or left and run! i like it realy god
5/5+rep :D
 
Level 14
Joined
Mar 30, 2009
Messages
971
heh, if you would add 3d movement (for the dragon), then it would be EVEN MORE super cool system :D.

if you could add 3d movement (multifloors) to the footman also, then there isnt enough rep for you in hive. ^^

anyway, love it. repped :)
 
Level 1
Joined
Sep 2, 2008
Messages
2
best camera/movement sys i've seen on hive .. 5/5
+rep for help and quick respond :)

btw as witcher told me: add
call SetUnitAnimationByIndex( <<unit>> , <<walkanimation-index>>)
whenever you want to reset to the walking-animation without repressing a cursor-key to show the correct one
 
~~~~NEW UPDATE~~~~

v.7.0: changed the functions in the camera system to make the system more user
friendly, the movement system has now the ability to ignore movment when a unit is for
example stunned etc. (adjustable) and it has no longer the animation bug!

I hope that i solved most of the last existing problems...

if you still find something i can improve feel free to PM me!
 
Level 19
Joined
Feb 4, 2009
Messages
1,313
JASS:
function ResetToGameCameraForPlayer takes player whichPlayer, real duration returns nothing
    if (GetLocalPlayer() == whichPlayer) then
        // Use only local code (no net traffic) within this block to avoid desyncs.
        call ResetToGameCamera(duration)
    endif
endfunction
in
JASS:
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
but no need to change for just a single function call
well I actually need to find something to have a reason to post and vote it so... :thumbs_up:

5/5 + rep anyway
 
Level 10
Joined
Mar 30, 2009
Messages
255
well its a very very nice system
but when you fly the dragon you can fly straight through the cathedral.. i know its nothing you did wrong.. still it looks weird

also you should not be able to fly backwards with the dragon... (every seen a bird flying backwards? xD)

anyway this things are really not important so... good job!! and rep :D
 
Level 14
Joined
Mar 30, 2009
Messages
971
well its a very very nice system
but when you fly the dragon you can fly straight through the cathedral.. i know its nothing you did wrong.. still it looks weird

also you should not be able to fly backwards with the dragon... (every seen a bird flying backwards? xD)

anyway this things are really not important so... good job!! and rep :D

the only bird who can stand still in mid-air is hummingbird and that bird can fly in any direction he wants.
so as the dragon can stay in one place while flying then it is only natural that he can put a little effort into it and fly backwards.

but i do think that 3d movement in air could be added. (along with an invisible model that has a collison to block the way through the cathedral)
 
Level 14
Joined
Mar 30, 2009
Messages
971
actually flying backwards (or stay in mid air) is quite hard and consumes a really big amount of energy (irl). therefore most flying creatures (present and prehistoric) can only fly forward, not stop unless land and steer. but since the dragon can obviously hover in mid air by using only his wings (it was easier to make it like this for blizzard), so he must be able to fly backwards.

@topic: btw i think that you should add system version to the mapname each time you update it, so i can have multiple versions of your map ^^
(not that it's something mandatory, but might be of use)
 
Neat but can you make it such that it auto detects the wanted animation instead of us having to use trial and error, or at least linky us to a list of movement anims?

Ther is NO way to autodetect the animation...

you HAVE to try it out...

there can be no list cause it depends on the model: the index is the number of the animation... i think it can be looked up in WC3 Viewer but i am not shure...


@ all the others:
I'm glad that you all like my system :D
I will add a function to prohibit a unit from moving in a special direction so the dragon can't fly backwards ;D
Oh and btw: a Dragon with his massive wings can fly backwards for sure ;D
 
Level 14
Joined
Mar 30, 2009
Messages
971
btw the_witcher, you fixed it so you cant move when stunned anymore, but you still can execute double click commands (by default it means that you can turn when stunned). but when the doubleclick has some other functionality (like you said somewhere in this thread that you would add jump), then it could be a slight problem.
 
btw the_witcher, you fixed it so you cant move when stunned anymore, but you still can execute double click commands (by default it means that you can turn when stunned). but when the doubleclick has some other functionality (like you said somewhere in this thread that you would add jump), then it could be a slight problem.

You are right!!

I will solve that in the next update
 
Whenever I use this, my unit gets stuck in an attack animation...

well you have to Register a specific Animation index when you bind the Cam to a unit...

You have to try around with that index cause its different for each unit!

The Index is an integer between 0 and the amount of animations the unit has -1
 
Level 4
Joined
Jan 1, 2008
Messages
99
well you have to Register a specific Animation index when you bind the Cam to a unit...

You have to try around with that index cause its different for each unit!

The Index is an integer between 0 and the amount of animations the unit has -1

Understood, this is functioning properly now. Good job
 
Level 21
Joined
Dec 9, 2007
Messages
3,096
Now I must confess this is the first time I really try this system. It's MUCH over my expectations.

God, exactly what I needed.

The_Witcher, I owe you a beer for this.


Edit:
I seem to have problems importing it.
I set my unit for the movement system but it doesn't work...
(The camera works perfectly!)

Edit2:
I caught the problem.
The loop can't get my unit and/or the set unit function does not work.
Thus, I can't even get the index of the walk animation for the villager.
 
Last edited:
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