- Joined
- Aug 17, 2007
- Messages
- 36
I'll try to keep this as short and simple as possible because I realize you guys have better things to do than help me with this.
A while back, I posted an unfinished Mario Kart map here at the hive. I've forgotten about it until recently and decided that I would like help making it more playable.
Here's the problem--
I know very little jass and what jass I do know helps me very little, and I am positive that continuing to code in the gui will only hinder map further.
My biggest issues are with my usage of the
So here's what I would like help on. I need a way to move the karts that doesn't leak as much as this:
And as far as turning goes, when a player presses and holds left, it turns on the following trigger:
The green shells move in a similar fashion, so the movement will need to move a variable unit and not a specific unit.
I guess, if I've somehow muddled you in my crazed rantings above, I'll sum it up for you--
I need some way to remove the leaks from my map that cause slowdown and eventual inconsistencies between players. I'm not sure if the triggers above are entirely leak proof and as such, I posted them for you guys to look at.
If you see anything in the triggers of my map (the download is available below) that will make it leak, than please bring it to my attention and, if you can, provide me with a way to remedy it.
All help that is given will go in the map credits, no matter how small the help is. If there is nothing that anyone can do, I'm more than willing to drop this project to work on something productive.
Thanks for taking the time to read the pleadings of this poor, helpless sap.
The aforementioned map is available for download here:
http://www.hiveworkshop.com/resources_new/maps/4961/
A while back, I posted an unfinished Mario Kart map here at the hive. I've forgotten about it until recently and decided that I would like help making it more playable.
Here's the problem--
I know very little jass and what jass I do know helps me very little, and I am positive that continuing to code in the gui will only hinder map further.
My biggest issues are with my usage of the
-
Time - Every X.XX seconds of the game
-
Wait X.XX seconds
-
Run This Trigger
So here's what I would like help on. I need a way to move the karts that doesn't leak as much as this:
-
Events
-
Time - Every 0.01 seconds of the game.
-
Actions
-
Unit - Move UNITMOVE1 instantly to ((Center of (Region centered at (Position of UNITMOVE1 with size (5.00, 5.00))) offset by (X1, Y1))
-
Unit - Make UNITMOVE1 face ((Center of (Region centered at (Position of UNITMOVE1) with size (5.00, 5.00))) offset by (X1, Y1)) over 0.00 seconds
And as far as turning goes, when a player presses and holds left, it turns on the following trigger:
-
Events
-
Time - Every 0.01 seconds of game time
-
Actions
-
If ((X1 Greater than 0.00) and (Y1 Equal to 0.00)) then do (Set X1 = 19.75) else do (Do nothing)
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If ((X1 Greater than 0.00) and (Y1 Equal to 0.00)) then do (Set Y1 = 0.25) else do (Do nothing)
-
If ((X1 Less than 0.00) and (Y1 Equal to 0.00)) then do (Set X1 = -19.75) else do (Do nothing)
-
If ((X1 Less than 0.00) and (Y1 Equal to 0.00)) then do (Set Y1 = -0.25) else do (Do nothing)
-
If ((Y1 Greater than 0.00) and (X1 Equal to 0.00)) then do (Set Y1 = 19.75) else do (Do nothing)
-
If ((Y1 Greater than 0.00) and (X1 Equal to 0.00)) then do (Set X1 = -0.25) else do (Do nothing)
-
If ((Y1 Less than 0.00) and (X1 Equal to 0.00)) then do (Set Y1 = -19.75) else do (Do nothing)
-
If ((Y1 Less than 0.00) and (X1 Equal to 0.00)) then do (Set X1 = 0.25) else do (Do nothing)
-
If ((X1 Greater than 0.00) and ((X1 Less than 20.00) and (Y1 Greater than 0.00))) then do (Set X1 = (X1 - 0.25)) else do (Do nothing)
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If ((X1 Greater than -20.00) and ((X1 Less than 0.00) and (Y1 Greater than 0.00))) then do (Set X1 = (X1 - 0.25)) else do (Do nothing)
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If ((X1 Greater than 0.00) and ((X1 Less than 20.00) and (Y1 Less than 0.00))) then do (Set X1 = (X1 + 0.25)) else do (Do nothing)
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If ((X1 Greater than -20.00) and ((X1 Less than 0.00) and (Y1 Less than 0.00))) then do (Set X1 = (X1 + 0.25)) else do (Do nothing)
-
If ((Y1 Greater than 0.00) and ((Y1 Less than 20.00) and (X1 Greater than 0.00))) then do (Set Y1 = (Y1 + 0.25)) else do (Do nothing)
-
If ((Y1 Greater than -20.00) and ((Y1 Less than 0.00) and (X1 Greater than 0.00))) then do (Set Y1 = (Y1 + 0.25)) else do (Do nothing)
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If ((Y1 Greater than 0.00) and ((Y1 Less than 20.00) and (X1 Less than 0.00))) then do (Set Y1 = (Y1 - 0.25)) else do (Do nothing)
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If ((Y1 Greater than -20.00) and ((Y1 Less than 0.00) and (X1 Less than 0.00))) then do (Set Y1 = (Y1 - 0.25)) else do (Do nothing)
The green shells move in a similar fashion, so the movement will need to move a variable unit and not a specific unit.
I guess, if I've somehow muddled you in my crazed rantings above, I'll sum it up for you--
I need some way to remove the leaks from my map that cause slowdown and eventual inconsistencies between players. I'm not sure if the triggers above are entirely leak proof and as such, I posted them for you guys to look at.
If you see anything in the triggers of my map (the download is available below) that will make it leak, than please bring it to my attention and, if you can, provide me with a way to remedy it.
All help that is given will go in the map credits, no matter how small the help is. If there is nothing that anyone can do, I'm more than willing to drop this project to work on something productive.
Thanks for taking the time to read the pleadings of this poor, helpless sap.
The aforementioned map is available for download here:
http://www.hiveworkshop.com/resources_new/maps/4961/
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