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Poll
What game does everyone play now?
Starcraft 2
Shooting Trigger I_vote_lcap26%Shooting Trigger I_vote_rcap
 26% [ 8 ]
Warcraft 3
Shooting Trigger I_vote_lcap35%Shooting Trigger I_vote_rcap
 35% [ 11 ]
League of Legends
Shooting Trigger I_vote_lcap19%Shooting Trigger I_vote_rcap
 19% [ 6 ]
World of Warcraft
Shooting Trigger I_vote_lcap0%Shooting Trigger I_vote_rcap
 0% [ 0 ]
Diablo 2
Shooting Trigger I_vote_lcap0%Shooting Trigger I_vote_rcap
 0% [ 0 ]
No games at all
Shooting Trigger I_vote_lcap10%Shooting Trigger I_vote_rcap
 10% [ 3 ]
Other game not listed
Shooting Trigger I_vote_lcap10%Shooting Trigger I_vote_rcap
 10% [ 3 ]
Total Votes : 31
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 Shooting Trigger

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4 posters
AuthorMessage
Serenity09
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Serenity09



Shooting Trigger Empty
PostSubject: Shooting Trigger   Shooting Trigger I_icon_minitimeTue Jul 13, 2010 6:59 pm

I want to make a trigger that uses a rifleman shooting as the event and creates some sort of bullet (probably a unit with pat's locust effect) that moves to where the rifleman fired and then is removed. This bullet must stop after hitting an enemy unit or a piece of terrain/tree type object. The rifleman will not be player controlled. This time I'm offering my second born, significantly better than my first. I made a bunch of tries on this with gui but didn't see the presets I needed to make it work (the way I thought to do it).
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nomorholywar
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Shooting Trigger Empty
PostSubject: Re: Shooting Trigger   Shooting Trigger I_icon_minitimeTue Jul 13, 2010 11:17 pm

you can probably find a system on hive or thehelper

dont bother doing that from scratch, it'll be a horrendous waste of time
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Serenity09
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Shooting Trigger Empty
PostSubject: Re: Shooting Trigger   Shooting Trigger I_icon_minitimeWed Jul 14, 2010 1:53 am

I looked thro both but I didn't really know what to call "a system" i went thro all of the hives systems and there wasnt anything and searching shooting only brought up my question on thehelper.
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nomorholywar
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Shooting Trigger Empty
PostSubject: Re: Shooting Trigger   Shooting Trigger I_icon_minitimeWed Jul 14, 2010 12:47 pm

1 minute of googling found me this:

http://www.mapgnome.org/map-info/391949

I tested it and it's fine for you. The 'fireball' missile goes on through targets, but the 'magic' missile ends at the first target it hits. Both stop at cliffs.
You'll definitely need to be using newgen for that.

Now stop wasting time on wc! ----> SC2 !
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Serenity09
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Serenity09



Shooting Trigger Empty
PostSubject: Re: Shooting Trigger   Shooting Trigger I_icon_minitimeWed Jul 14, 2010 5:31 pm

tyvm that looks perfect.

side question: everything's raw data value got changed to trigstr... any idea how to undo that?

Quote :
Now stop wasting time on wc! ----> SC2 !
wanted to make a maze. also wanted to do it without going insane. sc2 makes mazes... dificult.
its been awhile since we played, ne idea when ull b on next (eastern time =P)
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nomorholywar
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PostSubject: Re: Shooting Trigger   Shooting Trigger I_icon_minitimeWed Jul 14, 2010 9:05 pm

Sorry no idea what that means.

I'll be on late tonight. Midnight+ EST
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Pat1487
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Shooting Trigger Empty
PostSubject: Re: Shooting Trigger   Shooting Trigger I_icon_minitimeFri Jul 16, 2010 5:53 pm

I found out what trigstr is
Its the default internal editor name for all strings generated for GUI triggers

So in GUI when you do this:
Game - Display to (All players) the text: HI

In jass its doing this (if you just convert the above into jass):
call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_007" )

It assigns HI to TRIGSTR_007 in this case, since it already has 6 other strings stored
The map name is 001, suggested players is 002, map description is 003, and so on until 006
Starting at 007 is your custom stuff, including custom unit/ability names

You shouldnt see it though unless you had a GUI trigger that you converted into jass like my example above
So idk how all the data got converted like that, and i have no idea how to undo it, im pretty sure you cant undo it though, unless you can use ctrl+z
I think theres a tool to see what string is assigned to what trigstr, because i do remember seeing something about internal string names long ago, but i cant find it now

You can replace TRIGSTR_### with what you want it to say and it will be the same
But it doesnt really matter, you can just leave the trigstrs like they are and continue editing triggers using the strings you want

So for the above example:
call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_007" )

And:
call DisplayTextToForce( GetPlayersAll(), "HI" )

Are exactly the same and will both display HI

You can use a trigger like this to see the contents of the trigstrs if you cant find some kind of tool that will show you if you really need to know what they say

Code:
function showtrigstr takes nothing returns nothing
    call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_001" )
    call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_002" )
    call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_003" )
    call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_004" )
    call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_005" )
    call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_006" )
    call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_007" )
    call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_008" )
    call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_009" )
endfunction

function InitTrig_showtrigstr takes nothing returns nothing
    set gg_trg_showtrigstr = CreateTrigger(  )
    call TriggerRegisterTimerEventSingle( gg_trg_showtrigstr, 2.00 )
    call TriggerAddAction( gg_trg_showtrigstr, function showtrigstr )
endfunction

That trigger will show you the contents of trigstr_001-trigstr_009 after 2 seconds of game time has elapsed
Change the numbers to have it display the ones you need to know
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SuPa_Link
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Shooting Trigger Empty
PostSubject: Re: Shooting Trigger   Shooting Trigger I_icon_minitimeSat Jul 17, 2010 2:02 am

It's not really that hard to do, well maybe with GUI. Create some dummy units at the beginning of the game. The amount depending on how many bullets you will have max. Then constantly move the ones in play. Right after it moves check what it comes in contact with All you need to do is get the doodads in the radius. Then check if there are any units in the radius. Anytime it hits a unit or a doodad recycle it. Saves a lot memory, and works amazingly well. Did it for my Gears of Paintball map Smile.
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Shooting Trigger Empty
PostSubject: Re: Shooting Trigger   Shooting Trigger I_icon_minitime

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