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Walk Duration Calculation ?"!?!"?

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Level 11
Joined
Jul 28, 2007
Messages
920
Can i calculate how long time is required to unit walks from point A to point B ?
My unit's speed is 550. Range X, X is number beetwen A and B, and i must count that, its range beetwen Casting unit's and target point where i cast spell.

Anyway, i need this coz: when unit casts a spell, a rocket flyes from casting unit to target point of ability being casted,and when rocket is created, at start, it must go up, and close to target, must go down again; want it more realistic.
 
Level 11
Joined
Jul 28, 2007
Messages
920
Haha, me to, he probbly deleted, its moving from casting unit to the point where unit casts ability(where I want), directly moving.
Btw, this works fine, but where leaks, becouse it starts to lagg if i set all "For each (Integer A) from 1 to 100, do (Actions)" to 100, if i set to 10 its ok,but it leaks i supose.

  • Fire Missile
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
    • Actions
      • Wait 0.01 seconds
      • -------- -------------------------Team1------------------------- --------
      • -------- Missile --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Casting unit)) Equal to Player 1 (Red)
        • Then - Actions
          • -------- ============Single Missile Level 1 --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Ability being cast) Equal to Fire Missile (A)
            • Then - Actions
              • Set Point_1 = (Target point of ability being cast)
              • -------- hull type --------
              • Unit - Create 1 Missile (light) for Player 11 (Dark Green) at (Position of (Casting unit)) facing 0.00 degrees
              • Unit - Order (Last created unit) to Neutral - Kaboom! Point_1
              • Point - Remove Point_1
            • Else - Actions
        • Else - Actions
  • Store Missile 1
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
      • (Owner of (Triggering unit)) Equal to Player 1 (Red)
      • (Unit-type of (Triggering unit)) Equal to Missile (light)
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Triggering unit)) Equal to Missile (hpulse)
          • (Unit-type of (Triggering unit)) Equal to Missile (heavy)
          • (Unit-type of (Triggering unit)) Equal to Missile (anti air)
    • Actions
      • For each (Integer A) from 1 to 100, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Missile1_store[(Integer A)] is alive) Equal to False
            • Then - Actions
              • Set Missile1_store[(Integer A)] = (Entering unit)
              • Skip remaining actions
            • Else - Actions
  • Set Missile Point 1
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Owner of (Casting unit)) Equal to Player 1 (Red)
    • Actions
      • For each (Integer A) from 1 to 100, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Missile1_store[(Integer A)] is alive) Equal to False
            • Then - Actions
              • Set Point1_store[(Integer A)] = (Target point of ability being cast)
              • Skip remaining actions
            • Else - Actions
  • Missile Down 1
    • Events
      • Time - Every 0.01 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 100, do (Actions)
        • Loop - Actions
          • Unit Group - Pick every unit in (Units within 800.00 of Point1_store[(Integer A)]) and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Picked unit) Equal to Missile1_store[(Integer A)]
                • Then - Actions
                  • Unit - Kill (Picked unit)
                • Else - Actions
          • Unit Group - Destroy unit group (Last created unit group)

OK LAST TRIGGER LEAKS, WHY?
 
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