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what system is wanted nowadays

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haha isnt that almost exactly like the inventory system xD i think rather than using a multi-board or floating text for description il just use clicking and give the description there w/out using trackables. or is it about time i use trackables? :p I think there is a max of level 10 for items in wc, so 10 columns all branching up to a title called "Skills".
Or i can do it via units... thatll be interesting xD
 
to slaydon:
these loop checks arent required in the system im thinking of ))
to asomath:
The more, the merrier xD
---EDIT
thinking of adding it to a spell book ability to conserve space . btw all ideas will be credited.
though i dont understand, why would they want all this "eye-candy" when abilities can just be added to spell books in other ways that require much less triggering?
 
I myself am using a very easy ability selection system for spellbooks. It just looks crappy.

A skill tree would give a much more professional look. It allows players to see what abilities they CAN get, and shows requirements for abilities so they can plan. It also helps in game mimicks to add better quality.

~Asomath
 
hmm... skill tree system it is then, tho dont expect much from me this week or so, since im trying to work on wc4 whenever i find my parnter on. thanks for advice asomath, il look into the template map slaydon ^^
edit~~
I looked into it slaydon, but this system can be much more efficient and require less triggers through integers and using one unit for it. if u want me to explain it to you i certainly can. though good job ^^ i would also suggest using a hashtable for it ;)
btw nice freaking models man! lol
i think i would love to use a multiboard for it tho )
 
well, i can explain to you. I got a trigger that have a 1000 loop. Inside that loop it runs an If, and the If is a variable with 1000 arrays, so it checks which of the array thats true, and it will only run the array numbered action, so if he clicks unit nr 1, it will only run the triggers with the 1 array, and inside the if then else, in the then, it will learn spell/show text. and then you actually is done
 
so thats how u organized it, tbh (no offense of course) there is a much better way to do this, by integers and not by checking every time and by organizing the players action as if it was a diagram, adding, subtracting, changing integers based on what happens and using one unit, or even using just a multiboard with keys to track what is happening. i really suggest using a multiboard instead of importing alot and changing its values in user interface )) it will be great but would require a bit of time to organize the triggering.
 
The more eye candy, and the smoother it runs the better. XD

~Asomath

yea but it would take some time to organize like setting up string arrays and variable arrays or even organizing it in a hashtable so it could have unlimited abilities stored (even though itll max out the whole screen and abiltiies are mostly only 10, but i think 100 ability cap can be there as long as it fits, couple of abilities each row, hmm so was that being all extatic about joining our team of wc4? :))
 
ok i saw the loop setup, but still you can control navigation using an integer instead of having to loop all the time, i can give u an example if u want me to. wait a min... you arent using any keys to navigate in this one lolz
----- edit
ok i suggest you really use hashtables in this one with integers attached to the units and making spell values global instead of a variable each to minimize the looping process and to loop through spell ability types within a hashtable that can include unlimited units or use an array and doing it in the same technique.
 
o no it wont, just the beginning to identify spell, and then to use the scrolling integer to identify other spell values without any other if/then/elses

though i really suggest the navigating to reduce the actions by removing the looping process, it would be much more effective and the eye-candy in multiboards can be amazing too ^^
 
using the scrolling integer you mean?

-----edit
bro i gotta log off now, but for the scrolling integer you set it as a preset of 0 and add on the integer if it goes right so 0 1 2 3 4 5 and when u go left - 1, and if u go
7 8 9 10 11 12 up you do - 7 and down + 7
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as for the global variable you just set it SpellUnit[x] = x , from 1 to maxSpellUnit
if maxspellunit[custominteger] = selected unit, then work your way through from there using the stored values. I would suggest everything is empty and making the player being able to add his own spells inside of it so it would be like a storing spell type of system and being able to get it back into his inventory, but that would require much more work. Gl Hfz and happy mapping :D
 
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