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 Maze Functions

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PostSubject: Maze Functions   Maze Functions I_icon_minitimeFri Sep 02, 2011 12:18 pm

Hey tmmm. I've decided that if I'm not going to be making anymore mazes, so I might as well share my triggers. I've made a large list of maze functions, both land and ice, that anyone can use with just a little help. There are some things that I need to fix, and things I need to add. Hopefully you or anyone uses these triggers because they are very good in my opinion. Also, please tell me if there is a problem or bug in any trigger so I can fix it properly.

The map: http://www.epicwar.com/maps/183669/

I'm expecting questions on how to use these triggers so please ask!

(The trigger 'Help' is helpful when trying to remember unitcodes or parameters for a function; it also shows a list of all the functions that I've made.)

List: [IT IS SUGGESTED NOT TO EDIT FUNCTIONS WITH '*' AS THEY ARE NOT BEING USED WHEN MAKING THE MAZE]

-*Start / Sets up the game view
-*MakeHeroes / Makes the heroes
-*Test / For testing purposes. Press esc to revive, esc to be invuln, esc to be vuln
-*Crash / Crash the game when it is loaded
-*GameSetup / Sets up the maze's variables
-*CheckPlayerStatus / Since bots kick downloaders when someone types !startn, it makes sure to remove the empty hero left at the start of the game
-*GameDefeat / Defeats all players
-*Selection / Selects the players hero for the player
-*Death / Is used for non immolation
-*UnitKill / Specifically for the non immolation killing
-*UnitDies / Resets individual variables for the dying unit
-*ChooseHero / Allows you to press esc at the start to cycle through the 4 hero choices
-*EndHeroes / Turns off hero cycle and sets up the game from there
-*Leave / Is called when a player leaves and deals with it properly
-*Save / Sets up the load trigger which crashes the game
-Checkpoint / Makes the checkpoint trigger
-*ResetCheckpoint / Resets variables after entering a checkpoint
-*RemoveLevel / Removes all units from the previous level after entering a checkpoint
-*GetCamera / Returns the height of your current camera height
-*SetCamera / Sets the height of your camera
-MakeUnit / Makes a unit facing a certain direction
-MakeObject / Makes an immobile object facing down by default
-MakeSpinUnit / Makes a unit that can be manipulated by the Spin function
-Spin / Spins a spinunit based on its x, y, and z distance, speed, and starting position, where z is the height of the unit
-Wind / Gives the illusion of wind blowing you from one direction to another
-*Grab / Grabs a unit
-*GrabOn / Turns on grabbing
-*GrabOff / Turns off grabbing
-SetupGrab / begins grabbing with the first unit being the hero and the second being the thing that's grabbing the hero
-Slow / Like wind, but slow regardless of direction
-Move / moves the unit, if the unittype matches, to another region
-UnitRemove / Removes the triggering unit if the unittype is matched
-*xSlide / Turns on xSliding (ice)
-*xSlideOn / Turns on xSlide
-*xSlideOff / Turns off xSlide
-*ySlide / Turns on ySliding (directional)
-*ySlideOn / Turns on ySlide
-*ySlideOff / Turns off ySlide
-*Turn / Turns the unit based on where it clicks
-Teleport / Teleports a unit to a region
-Terrain / Changes the terrain at a region
-Invulnerable / Turns a unit invulnerable if it enters a region
-Jump / Jumps a unit
-*JumpOn / Turns on jump
-*JumpOff / Turns off jump
-*isFlying / Checks if the hero is flying
-*ReverseSliding / Turns of reverse ice sliding (if you want)
-MultiTeleport / Teleports you to the next regions, and the next, and so on. enter null if you don't need all 16 regions
-*Switch1-5 / For switches
-Attack / Takes a unittype, makes it, and orders it to attack ground at a region
-Patrol / Takes a unittype, makes it, and orders it to patrol at a region
-rPatrol / Takes a unittype, makes it at a small offset from the center of the region, and orders it to patrol to a small offset from the center of the opposite region (for ice so that all the patrol are not aligned)
-TerrainKill / Is turned on if you want terrain kill. takes path, then death terrain
-*CheckUnit1-5 / Checks units for square patrols
-*Move1-20 / Checks movement for square patrols
-Square1-5 / Takes a unittype and makes it move to all 4 regions in a square pattern
-SpawnHorizontal / Spawns units horizonally in sets of 3, going randomly
-SpawnVertical / Same thing but vertical
-SpawnHorizontalRandom / Same thing, but makes sets of how ever often you run the function and creates units at random points in the region
-SpawnVerticalRandom / Same thing but vertical
-MoveDirection / Moves a unit to it's max distance to a direction (max distance is 8*128 (128 = 1 grid)) without the unit "bugging" (moving off-center)

You'll notice how the ones with *'s are hard to explain... :\

Remember: ASK QUESTIONS!!! I don't expect some of you to understand this.
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PostSubject: Re: Maze Functions   Maze Functions I_icon_minitimeFri Sep 02, 2011 1:09 pm

thanks for sharing these
1 or 2 criticisms:

there was 1 function that you did that ive never been able to figure out, but you didnt post it Sad
its the one where you picked up a potion and then time slowed down.
it doesn't look like you're changing everythings movespeed or using a dummy abil like frost nova
it looks like you're actually messing with how fast packets are sent on the network
anyways it was a seriously cool effect, so if you posted it that'd be awesome
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PostSubject: Re: Maze Functions   Maze Functions I_icon_minitimeFri Sep 02, 2011 2:01 pm

Thanks for mentioning that.

when i made all my functions, i always started it with local blah blah because whenever id have to edit something, i had to change everything. i anticipated having to change everything constantly and got into the habit of doing it like that.

the switch thing...

basically, if you, for exmaple, have 2 switches to open a gate, what you would need is 3 triggers. one that kills if if you try and pass the gate, and two that define when you trigger a switch(enter a region), so in the first trigger, you would set Switch2[1] = true

in the 2nd switch trigger, once entered, it would say Switch2[2] = true

when you enter the region, it sets one value in the array to true, turns off the trigger, when runs (call Switch2()) which returns true if both Switch2[1] and Switch2[2] are both true.

if Switch2() is true then, turn off the trigger that kills you if you try and pass a gate and open the gate.

it seems pretty odd but i made it a while ago before mog2 in gui and found it to be awkward. but once i made it in jass it seems easier to use and i didnt think of bothing with making a better one (which i could do but this one works fine) :\\\\\\\\\\

edit: also i didnt bother with messing with InitTrigs. for exmaple, i didnt do loops to run through the 11 players if they were to press esc etc. (much easier to explain everything in words)
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PostSubject: Re: Maze Functions   Maze Functions I_icon_minitimeFri Sep 02, 2011 2:26 pm

Quote :
the switch thing...

basically, if you, for exmaple, have 2 switches to open a gate, what you would need is 3 triggers. one that kills if if you try and pass the gate, and two that define when you trigger a switch(enter a region), so in the first trigger, you would set Switch2[1] = true

in the 2nd switch trigger, once entered, it would say Switch2[2] = true

when you enter the region, it sets one value in the array to true, turns off the trigger, when runs (call Switch2()) which returns true if both Switch2[1] and Switch2[2] are both true.

if Switch2() is true then, turn off the trigger that kills you if you try and pass a gate and open the gate.

it seems pretty odd but i made it a while ago before mog2 in gui and found it to be awkward. but once i made it in jass it seems easier to use and i didnt think of bothing with making a better one (which i could do but this one works fine) :\\\\\\\\\\

ahhh ok
i thought it was like a switch statement in programming except a little different

also i found which of your maps has the thing i was talking about
maze of pms
its definitely on the first level, probably a few other levels as well, i forget
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Pat1487
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PostSubject: Re: Maze Functions   Maze Functions I_icon_minitimeFri Sep 02, 2011 5:40 pm

Serenity09 wrote:
there was 1 function that you did that ive never been able to figure out, but you didnt post it Sad
its the one where you picked up a potion and then time slowed down.
it doesn't look like you're changing everythings movespeed or using a dummy abil like frost nova
it looks like you're actually messing with how fast packets are sent on the network
anyways it was a seriously cool effect, so if you posted it that'd be awesome

I havent seen the map where this is done
But it was probably done by just changing the game speed to slow
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PostSubject: Re: Maze Functions   Maze Functions I_icon_minitimeFri Sep 02, 2011 6:40 pm

oh yeah that was exactly it
i didn't even know you could change that once the game started
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PostSubject: Re: Maze Functions   Maze Functions I_icon_minitimeFri Sep 02, 2011 7:55 pm

lol i havent looked at it yet, but crash the game?

how does that help a maze lol
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PostSubject: Re: Maze Functions   Maze Functions I_icon_minitimeFri Sep 02, 2011 8:01 pm

he doesn't mean on map load
he means when you save a game and then try to load it later on

which i've never gotten the point of
its fun to save/load your way through a maze with a few nooby friends
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PostSubject: Re: Maze Functions   Maze Functions I_icon_minitimeSat Sep 03, 2011 1:45 pm

yeah the slow potions in maze of pms just changes the game speed to slow, waits 5 seconds, and then puts it back to fast
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PostSubject: Re: Maze Functions   Maze Functions I_icon_minitimeFri Dec 28, 2012 3:51 pm

Why only jass files Sad

what about all us there dont know how to use jass Sad
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PostSubject: Re: Maze Functions   Maze Functions I_icon_minitimeMon Dec 31, 2012 7:36 am

you dont need to understand how the jass scripts work just how to use them in your map.
do you understand how the GUI getPlayer function works? probably not. but using it is simple enough b/c you know what it functionally does and how to call it
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