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Moving trackables?

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Level 14
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Just a simple question:

Is it possible to move trackables?

I have heard something some time ago about using invisible platforms to move them?
Google didn't help me that much so far.
 
Level 19
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I dont think its possible as trackables are essentially doodads and doodads cannot be moved either. You can use invisible platforms to set the Z of a trackable but not x/y

your best bet is just removing the trackable than re-adding it at a new loc
 
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You do realize you can not remove trackables don't you?
They will essentially leak, that's why I'm asking this question...

I need to know this because I want to create a backpack system that will be created at a player's current camera view.
If I where to use them, how can I make the previous ones inactive when destroying the backpack? And I don't care about the handle leaks in that case...

Something similar to SeO would be really cool, but I have no idea on how to start off something like that.

Link
 
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Actually... You can make backpack systems that work on current camera positions. It's done in SeO, check out the link I put up in my previous post.

If someone could enlighten me I'd really appreciate it.

In other words I want to utilize this:
http://www.hiveworkshop.com/forums/spells-569/customwindow-v1-0-0-0-a-207526/
with trackables.

And what is this about using destructables? I need some explanations.
I want to learn as much as possible :)

EDIT: sorry for being so stubborn, but the answers provided to me are simply not the ones I seek.
 
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Yeah after doing some research, it is indeed not possible at all to do it through trackables.
I'll have to do it with units like you suggested.
I still need to figure out how to position the units statically on screen. I'm lost there :vw_wtf:...


EDIT: or maybe... What if I did this: since my backpack will be fullscreen I need to raise the distance to target of my camera to a high amount.

Then I'll create destructables for a background etc.
Then I'll create the trackables on top of a very high invisible platform.
Then once the player is done doing whatever he wants in his fullscreen inventory, he/she closes the inventory
(the trackables will still exist but in such a high z height that they can not be hovered or clicked on through the normal game camera).

But then again, if a player goes to the exact same spot with his/her camera as he/she did before and the trackables are still there... It might bug.

I really need some advice on this from some people with more knowledge on this subject :(
 
Level 17
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Just a simple question:

Is it possible to move trackables?

I have heard something some time ago about using invisible platforms to move them?
Google didn't help me that much so far.

no it is dgui and it use unit with diff model http://www.wc3c.net/showthread.php?p=1069164&fromattachment=1069164#1069164

also cant destroy it so mostly only way is the dgui

another thread http://www.wc3c.net/showthread.php?t=102351

maybe about camera this could be helpfull too http://www.hiveworkshop.com/forums/jass-ai-scripts-tutorials-280/deflection-angle-194703/
 
Yeah after doing some research, it is indeed not possible at all to do it through trackables.
I'll have to do it with units like you suggested.
I still need to figure out how to position the units statically on screen. I'm lost there :vw_wtf:...

It can be difficult. It kind of depends on what camera you are using. For on-screen systems, generally a bird's eye view is easier. (I assume)

You may wanna look at this thread:
http://www.wc3c.net/showthread.php?t=110757

EDIT: or maybe... What if I did this: since my backpack will be fullscreen I need to raise the distance to target of my camera to a high amount.

Then I'll create destructables for a background etc.
Then I'll create the trackables on top of a very high invisible platform.
Then once the player is done doing whatever he wants in his fullscreen inventory, he/she closes the inventory
(the trackables will still exist but in such a high z height that they can not be hovered or clicked on through the normal game camera).

But then again, if a player goes to the exact same spot with his/her camera as he/she did before and the trackables are still there... It might bug.

I really need some advice on this from some people with more knowledge on this subject :(

That would work. It shouldn't be that much of a problem though. When the player opens an inventory, then set a boolean array to true. (index = player number) When they close it, set the boolean to false. For the trackable events, if boolean == true then fire the triggers, if not then do not fire them.
 
Level 14
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Messages
1,543
no it is dgui and it use unit with diff model http://www.wc3c.net/showthread.php?p=1069164&fromattachment=1069164#1069164

also cant destroy it so mostly only way is the dgui

another thread http://www.wc3c.net/showthread.php?t=102351

maybe about camera this could be helpfull too http://www.hiveworkshop.com/forums/jass-ai-scripts-tutorials-280/deflection-angle-194703/

Thanks shadowvzs! I'm going to take a look at dgui and see if it has what I need. I'd like to script my entire inventory without having to use other library's though but if it's this prominant, I will probably use it. +rep

It can be difficult. It kind of depends on what camera you are using. For on-screen systems, generally a bird's eye view is easier. (I assume)

You may wanna look at this thread:
http://www.wc3c.net/showthread.php?t=110757

That would work. It shouldn't be that much of a problem though. When the player opens an inventory, then set a boolean array to true. (index = player number) When they close it, set the boolean to false. For the trackable events, if boolean == true then fire the triggers, if not then do not fire them.

Thanks PurgeandFire111! This was totally what I needed. I'll dive into it as soon as I have time. +rep for the help.
 
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