Chaosy
Tutorial Reviewer
- Joined
- Jun 9, 2011
- Messages
- 13,239
'Ello.
I just bought HotS to try out the editor in SC II once more. Gotta say I love some of the features. Anyway, I have created two systems which are MUI and seems to work with my limited testing.
I have nice knowledge in wc3 which is why I want to know the differences.
1. Do we need to null locals?
2. Do we need to remove point variables after usage?
I am open for general improvements, though do not be too harsh as this is merely training and nothing serious as of yet xD
I just bought HotS to try out the editor in SC II once more. Gotta say I love some of the features. Anyway, I have created two systems which are MUI and seems to work with my limited testing.
I have nice knowledge in wc3 which is why I want to know the differences.
1. Do we need to null locals?
2. Do we need to remove point variables after usage?
I am open for general improvements, though do not be too harsh as this is merely training and nothing serious as of yet xD
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Enters Map
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Events
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Unit - Any Unit Enters (Entire map)
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Local Variables
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Conditions
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((Unit type of (Triggering unit)) is Missile) != True
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Actions
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Unit - Set (Triggering unit) custom value custom value channel to number of indexes
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Variable - Set indexed Units[number of indexes] = (Triggering unit)
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Variable - Set number of indexes = (number of indexes + 1)
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Dies
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Events
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Unit - Any Unit dies
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Unit - Any Unit Leaves (Entire map)
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Local Variables
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i = 0 <Integer>
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Conditions
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Actions
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General - For each integer i from (Integer((Custom value 0 of (Triggering unit)))) to (number of indexes - 1) with increment 1, do (Actions)
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Actions
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Variable - Set indexed Units[i] = indexed Units[(i + 1)]
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Unit - Set indexed Units[i] custom value custom value channel to i
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Variable - Set number of indexes = (number of indexes - 1)
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Test
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Events
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UI - Player Any Player presses Space key Down with shift Allow, control Allow, alt Allow
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Local Variables
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i = 0 <Integer>
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Conditions
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Actions
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General - For each integer i from 0 to (number of indexes - 1) with increment 1, do (Actions)
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Actions
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Debug - Display ("Indexed: " + ((Name of (Unit type of indexed Units[i])) + (Text((Custom value 0 of indexed Units[i])) with Any Precision decimal places))) as debug output using Type 01, and Do display it in the game window
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Apply
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Events
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Local Variables
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id = (Integer((Custom value custom value channel of Target))) <Integer>
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Conditions
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Actions
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Variable - Set Destination[id] = Loc
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General - If (Conditions) then do (Actions) else do (Actions)
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If
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(All units in Group are dead) == True
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Then
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Trigger - Turn Loop On
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Else
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Unit Group - Add Target to Group
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Loop
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Events
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Timer - Every 0.1 seconds of Game Time
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Local Variables
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u = No Unit <Unit>
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id = 0 <Integer>
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p = No Point <Point>
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p2 = No Point <Point>
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Conditions
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Actions
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Unit Group - Pick each unit in Group and do (Actions)
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Actions
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Variable - Set u = (Picked unit)
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Variable - Set id = (Integer((Custom value custom value channel of u)))
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Variable - Set p = (Position of u)
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Variable - Set Angle = (Angle from p to Destination[id])
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Variable - Set p2 = (p offset by Speed towards Angle degrees)
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Unit - Move u instantly to p2 (Blend)
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General - If (Conditions) then do (Actions) else do (Actions)
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If
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(Distance between p2 and Destination[id]) <= 0.75
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Then
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Unit Group - Remove u from Group
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General - If (Conditions) then do (Actions) else do (Actions)
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If
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(All units in Group are dead) == True
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Then
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Trigger - Turn Loop Off
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Else
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Else
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Demo
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Events
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Unit - Any Unit takes Non-Fatal Any damage (from Any effects)
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Local Variables
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Conditions
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Actions
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Variable - Set Target = (Triggering unit)
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Variable - Set Loc = ((Position of Target) offset by 2.5 towards (Facing of (Damaging unit)) degrees)
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Trigger - Run Apply (Ignore Conditions, Don't Wait until it finishes)
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