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    posted a message on 3rd person camera and terrain failures ;(

    @doite:

    Mm.. Actually, go in to data editor-> Camera -> Default camera -> Zoom + And delete all

    Posted in: Triggers
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    posted a message on 3rd person camera and terrain failures ;(

    @GothiThePriest:

    well..
    You cant lock camera input since that disables the rotation, so what is commonly used is to set timer 0.5 sec of game to apply cam hight and offset

    Posted in: Triggers
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    posted a message on Third person mode - Unable scroll out!

    @gamfvr:

    Thanks man. Works, but as probably takes alot for computer to do it. Ill try and find a better way... Why not Camera move event -> Reason mouse scroll?
    I didnt get this to work, but let me know.. im tirerd so i do misstakes

    Posted in: Triggers
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    posted a message on How to make a unit spawn a unit?

    @thegameplayer:

    well..
    You could make a unit variable.

    Then in your trigger...

    Create unit for player .. at position ..
    set variable[The unit one] = last created unit
    Create unit (again..blabalba) --> At position [Position of unit [The unit Variable]]

    Posted in: Triggers
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    posted a message on Third person mode - Unable scroll out!

    @doite:

     Really? No one =(
    Someone has to have experience with thrid person mdoe and have disables scroll out

    Posted in: Triggers
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    posted a message on Third Person Shooter (TPS) engine - Download if you need one

    @Dystisis:

    That one just right though them for me

    Posted in: Triggers
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    posted a message on Third person mode - Unable scroll out!

    Hey! I have a thrid person mode map and i want to disable so they players cant scroll out since it messes the camera up.
    But i cant seem to add a lock camera input, since then i cant move mouse to rotate.. Anyway i could do this, or is it the camera input, but in a different location in the trigger?

            Player Group - Pick each player in (Active Players) and do (Actions)
                Actions
                    Camera - Lock camera mouse relative mode On for player (Picked player)
                    Camera - Turn camera mouse rotation On for player (Picked player)
                    Camera - Turn camera height displacement Off for player (Picked player)
                    Camera - Turn camera height smoothing Off for player (Picked player)
                    Camera - Pan the camera for player (Picked player) to (Position of PlayerUnit[(Picked player)]) over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
                    Camera - Follow for player (Picked player) (Unit group(PlayerUnit[(Picked player)])) with the camera and Clear Current Target
                    Camera - Apply camera object Rotation (Facing of PlayerUnit[(Picked player)]) for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity and 10% deceleration
                    Camera - Apply camera object Angle Of Attack 0.0 for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity and 0% deceleration
                    Camera - Apply camera object Distance CamDistance for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity and 0% deceleration
                    Camera - Apply camera object Height Offset CamHeight for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity and 0% deceleration

    Posted in: Triggers
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    posted a message on Third Person Shooter (TPS) engine - Download if you need one

    @Dystisis:

    Well my problem with this is that it shoots at the feet of the unit..
    First of all the Marauders own missile launch works only when fired at a unit for me. It does the animation and all if no unit is aquired, but doesnt fire the projectile. (Yes have Unit/Point)
    So i created a new one. Which works! Fires when no unit is aquired, and all BUT still fires at feet,, I want it to shoot them in middle or something

    Posted in: Triggers
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    posted a message on Thrid Person Mode - Marauder

    @zenx1:

    jupp

    Posted in: Triggers
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    posted a message on Thrid Person Mode - Marauder

    @zenx1:

    Well its not data editor (i think) thats the problem, i havent modified him at all.. I just want the triggers to shoot missle instead of bullets.. Maybe it is?

    Posted in: Triggers
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    posted a message on Thrid Person Mode - Marauder

    Hey, i have a map were i choose the hero in a selection of heroes. When picked its triggered, though the third person mode library by martin olsson, to let you play like that hero.
    One of the heroes are a Maruader. And i would like that maruader NOT to fire Ghost bullets, but missles. How do i do this?
    http://forums.sc2mapster.com/resources/trigger-libraries/7277-third-person-shooter-tps-engine-download-if-you-need/#posts
    Thanks in advance

    Posted in: Triggers
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    posted a message on Third Person Shooter (TPS) engine - Download if you need one

    @Dystisis:

    Ah thanks! But i have a map that has a selection of heroes, when you chooses one the variable is called on the playerunit. One of the heroes is a marauder.. This is really not my area.. but is it possible to change so its not sniper shots, but his rockets thats shoots away?
    If so, how?
    Very thanks in advance to anyone

    Posted in: Triggers
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    posted a message on [Third Person Mode] Rotation Stopped Working!

    @doite:

    Fixed.. sorry my bad

    Posted in: Triggers
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    posted a message on [Third Person Mode] Rotation Stopped Working!

    @doite

    Alot of questions concerning the triggers back and forth (on irc) so ill clearify abit:
    + some updates
    Now end of selection trigger is:

            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Used dialog item) == Choose Buttom
                Then
                    Dialog - Hide Chooser dialog for (Player group((Triggering player)))
                    Variable - Set Selection Done[(Triggering player)] = true
                    Unit - Create 1 (Unit type of Hero Units[Player viewing[(Triggering player)]]) for player (Triggering player) at Point 001 facing 68.0 degrees (No Options)
                    Variable - Set Unit[(Triggering player)] = (Last created unit)
                    Cinematics - Fade Out over 1.0 seconds using color (0%, 0%, 0%) and 0.0% transparency (Normal style, Don't Wait until it finishes)
                    UI - Display "Waiting for your partner to choose ..." for (Player group((Triggering player))) to Cinematic area
                Else

    And the melee trigger (Se post over which triggers run after both players have choosen)

    Map Initialization
        Events
            Game - Map initialization
        Local Variables
        Conditions
        Actions
            ------- Initialization actions
            Cinematics - Fade In over 5.0 seconds using color (0%, 0%, 0%) and 0.0% transparency (Normal style, Don't Wait until it finishes)
            UI - Clear All Messages for (All players)
            Game - Set the game speed to Normal
            Trigger - Run Set Enemy Unit Height  (Ignore Conditions, Don't Wait until it finishes)
            Player Group - Pick each player in (Active Players) and do (Actions)
                Actions
                    Variable - Set PlayerUnit[(Picked player)] = Unit[(Picked player)]
            Player - Make all players in (Active Players) treat each other as Ally With Shared Vision
            Player Group - Pick each player in (All players) and do (Actions)
                Actions
                    Visibility - Create a visibility revealer for player (Picked player) within Regions View
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Status of player 1) != Playing
                Then
                    Unit - Remove PlayerUnit[1] from the game
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Status of player 2) != Playing
                Then
                    Unit - Remove PlayerUnit[2] from the game
                Else
            ------- Camera
            Player Group - Pick each player in (Active Players) and do (Actions)
                Actions
                    Camera - Lock camera mouse relative mode On for player (Picked player)
                    Camera - Turn camera mouse rotation On for player (Picked player)
                    Camera - Turn camera height displacement Off for player (Picked player)
                    Camera - Turn camera height smoothing Off for player (Picked player)
                    Camera - Pan the camera for player (Picked player) to (Position of PlayerUnit[(Picked player)]) over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
                    Camera - Follow for player (Picked player) (Unit group(PlayerUnit[(Picked player)])) with the camera and Clear Current Target
                    Camera - Apply camera object Rotation (Facing of PlayerUnit[(Picked player)]) for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity and 10% deceleration
                    Camera - Apply camera object Angle Of Attack 0.0 for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity and 0% deceleration
                    Camera - Apply camera object Distance CamDistance for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity and 0% deceleration
                    Camera - Apply camera object Height Offset CamHeight for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity and 0% deceleration
                    ------- UI
                    UI - Hide game UI for (All players)
                    ------- UI - Health bar
                    UI - Display boss bar (Picked player) with title "Health", portrait Assets\Textures\icon-health-zerg.dds and maximum value 100 for (Player group((Picked player)))
                    UI - Set boss bar (Picked player) boss to PlayerUnit[(Picked player)] (Do refresh the boss bar)
                    UI - Set boss bar (Picked player) race to Terran (Do refresh the boss bar)
                    UI - Move boss bar (Picked player) to Bottom Left of screen with offset (20, 20)
                    ------- UI - Ammunition bar
                    UI - Display boss bar ((Picked player) + 2) with title "Ammunition", portrait Assets\Textures\btn-techupgrade-terran-fullborecanisterammo.dds and maximum value 100 for (Player group((Picked player)))
                    UI - Set boss bar ((Picked player) + 2) maximum value to MaxAmmo (Do refresh the boss bar)
                    UI - Set boss bar ((Picked player) + 2) current value to CurAmmo[(Picked player)] (Do refresh the boss bar)
                    UI - Set boss bar ((Picked player) + 2) race to Terran (Do refresh the boss bar)
                    UI - Move boss bar ((Picked player) + 2) to Bottom Right of screen with offset (20, 20)
                    ------- UI - Crosshair
                    Dialog - Display image 1 of size (32, 32) with image Assets\Textures\btn-border-protoss-normal.dds using blend mode Add at Center with (0, 0)

    Posted in: Triggers
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    posted a message on [Third Person Mode] Rotation Stopped Working!

    Hey,
    Im using the library from MartinOlsson and had a fully working Third Person Mode. Then i added a hero selection trigger and after both players have selected their heros it picked the hero, chooses him as default and starts the regular triggers. All this works fine, BUT sudently the rotation of the unit stopped working after picked the hero.
    This is the of the selection trigger:

            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Used dialog item) == Choose Buttom
                Then
                    Dialog - Hide Chooser dialog for (Player group((Triggering player)))
                    Variable - Set Selection Done[(Triggering player)] = true
                    Cinematics - Fade Out over 1.0 seconds using color (0%, 0%, 0%) and 0.0% transparency (Normal style, Don't Wait until it finishes)
                    UI - Display "Waiting for your partner to choose ..." for (Player group((Triggering player))) to Cinematic area
                Else

    This is the "waiting for player" trigger:

    Starting game
        Events
            Dialog - Any Dialog Item is used by Player Any Player with event type Clicked
        Local Variables
        Conditions
            Selection Done[1] == true
            Selection Done[2] == true
        Actions
            Unit - Create 1 (Unit type of Hero Units[Player viewing[(Triggering player)]]) for player (Triggering player) at Point 001 facing 68.0 degrees (No Options)
            Unit Selection - Deselect all units for player (Triggering player)
            Trigger - Turn Map Initialization On
            Trigger - Run Map Initialization  (Check Conditions, Don't Wait until it finishes)
            Trigger - Turn Zoom On
            Trigger - Turn Unzoom On
            Trigger - Turn Hero Selection Off
            Trigger - Turn Dialoged clicked Off
            Trigger - Turn Rotate Camera On
            Trigger - Turn (Current trigger) Off

    And finally the short, but very important, rotation trigger:

    Rotate Camera
        Events
            Timer - Every 0.1 seconds of Game Time
        Local Variables
        Conditions
        Actions
            ------- Rotate the camera, making your unit face the camera yaw (angle)
            Player Group - Pick each player in (Active Players) and do (Actions)
                Actions
                    Unit - Make PlayerUnit[(Picked player)] face (Current camera yaw of player (Picked player)) over 0.2 seconds

    I have tried not to turn the initially off it, ive set it to wait 2 seconds before initially it, ive tried to wait 1 seconds before initially it and ive tried to also "Run trigger" it. But it doesnt seem to respond after you enable the third person mode and it all starts.
    Every thing else works. Shooting, walking, zooming, you name it.. Only the rotation.

    Please help

    Posted in: Triggers
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