this is great, but how do download the library? whenever i try to download it it just opens a page with some code on it, im using a mac to be specific.
@thomalk:
If you want to make a machine gun effect, you could make a periodic event where it checked if you are holding down the Left Mouse Button;
- Create a variable called "Shooting", or something like that, and make it a boolean (set to false as default).
- Create a trigger that checks for key presses and check for Left Mouse Button (pressed down), and set the variable "Shooting" to true.
- Do the same with a trigger that checks for when Left Mouse Button is being pressed up, and set the variable to false.
- Create a trigger with the Periodic Timing event (set it to...like...every 0.01 seconds - decide for yourself what you think is appropriate in your case), and check if the variable "Shooting" is true - if it's true, then make your unit execute Canister Rifle (Damage) or whatever weapon effect you want to use.
I have followed your off-the-top-of-your-head advice about how to make a machine gun effect, but problems arise that I do not know how to solve.
1. Shooting at a unit continuously does work, but if I shoot at the ground the machine gun effect will occur but will only shoot at that one spot until I release the left mouse button, no matter where the crosshairs is pointing towards it shoots that one spot. It also does this when shooting a hostile, but I want to be able to shoot at wherever the crosshairs are pointing at currently, not shooting the spot when I decided to press and hold down the left mouse button.
2. How do I make the counter for the magazine go down as I hold the left mouse button down.
A possible solution for these problems would be appreciated.
i tried it but it doesn't work, i already changed all the "Player" into
"Picked player" in "Map Initialization" and "Rotate Camera"
but when i start i see this: Your text to link here...
If you are trying to get a TPS like the map provided, all you need to do is change the PlayerUnit variable to the unit you want to control as Player 1 and maybe change Create Effect On Unit (From Unit) in the Shoot trigger to get the correct attack sound for the unit you wish to control because default is the Ghost Rifle damage and sound.
And if any one can help me out with my problem 1 from above post, it would be greatly appreciated.
The Trigger you want to change is the Set Enemy Unit Height, how its setup you have to create a if then for every enemy unit on the map but adding a or statement in the if can let you add units that you would think has the same height, here is how i set my height trigger
SetEnemyUnitHeightEventsLocalVariablesConditionsActions------- Set custom height values to each enemy unit used on the map, since the triggers can't gather this information by themselvesUnitGroup-Pickeachunitin(Unitsin(Entiremap)havingallianceEnemywithplayer1matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)anddo(Actions)Actions------- 0.5 SetGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfOrConditions(Unittypeof(Pickedunit))==Zergling(Unittypeof(Pickedunit))==Zergling(Burrowed)ThenUnit-Set(Pickedunit)customvalue0to0.5Else------- 0.7 SetGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Unittypeof(Pickedunit))==BanelingThenUnit-Set(Pickedunit)customvalue0to0.7Else------- 1.0 SetGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfOrConditions(Unittypeof(Pickedunit))==Marine(Unittypeof(Pickedunit))==InfestedTerran(FromTerranInfestationRupture)(Unittypeof(Pickedunit))==Auto-TurretThenUnit-Set(Pickedunit)customvalue0to1.0Else------- 1.5 SetGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Unittypeof(Pickedunit))==HydraliskThenUnit-Set(Pickedunit)customvalue0to1.5Else------- 6.2 SetGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Unittypeof(Pickedunit))==UltraliskThenUnit-Set(Pickedunit)customvalue0to6.2Else------- 10.0 SetGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Unittypeof(Pickedunit))==OverlordThenUnit-Set(Pickedunit)customvalue0to10.0Else
The Trigger you want to change is the Set Enemy Unit Height, how its setup you have to create a if then for every enemy unit on the map but adding a or statement in the if can let you add units that you would think has the same height, here is how i set my height trigger
SetEnemyUnitHeightEventsLocalVariablesConditionsActions------- Set custom height values to each enemy unit used on the map, since the triggers can't gather this information by themselvesUnitGroup-Pickeachunitin(Unitsin(Entiremap)havingallianceEnemywithplayer1matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)anddo(Actions)Actions------- 0.5 SetGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfOrConditions(Unittypeof(Pickedunit))==Zergling(Unittypeof(Pickedunit))==Zergling(Burrowed)ThenUnit-Set(Pickedunit)customvalue0to0.5Else------- 0.7 SetGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Unittypeof(Pickedunit))==BanelingThenUnit-Set(Pickedunit)customvalue0to0.7Else------- 1.0 SetGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfOrConditions(Unittypeof(Pickedunit))==Marine(Unittypeof(Pickedunit))==InfestedTerran(FromTerranInfestationRupture)(Unittypeof(Pickedunit))==Auto-TurretThenUnit-Set(Pickedunit)customvalue0to1.0Else------- 1.5 SetGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Unittypeof(Pickedunit))==HydraliskThenUnit-Set(Pickedunit)customvalue0to1.5Else------- 6.2 SetGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Unittypeof(Pickedunit))==UltraliskThenUnit-Set(Pickedunit)customvalue0to6.2Else------- 10.0 SetGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Unittypeof(Pickedunit))==OverlordThenUnit-Set(Pickedunit)customvalue0to10.0Else
Okay I think I got the first part (the very first part), but the rest is greek to me. I have no idea how to make an if-then statement.
Hey guys, I've been looking around for a solution or alternate suggestion to this, but haven't found any. So, I'll just ask here.
In a TPS, especially on a big map, the common idea is to use farclip to prevent the game from rendering the entire map. The Terran mesh seems to cause more of a performance hit than doodads or units, but I'm talking heavily detailed 256x256 maps, so a farclip of 30-40 is a must.
However, this results in really ugly clipping as terrain and objects manifest in the distance.
The suggestion to compensate with this is to use environment fog. However, this is still the cheap wc3 fog and not real volumetric fog. It doesn't fix the issue at all, stuff still manifests in the distance, just with a shade of whatever fog you're using.
The only true solution is to make the lighting very dark and use pitch black fog to simulate night. But not all of the maps in my campaign can be night! :D And, of course, the sky box doesn't work.
I have no idea if sc2 supports cube mapping or the like but a potential theory I had was to create an enormous doodad about the size just shy of the farclip distance. It uses a cubemap to show the sky that is "static" like normal sky boxes and doesn't "follow" the player. Additionally, there'd be a ton of particles along the horizon to simulate volumetric fog. Unfortunately the amount of particles I'm talking about would probably present a performance hazard all on its own.
None of these are really ideal when I plan to have huge, dynamic maps with lots of stuff going on. My concept is all about immersion and environment, so the whole manifesting from nothing thing really bugs me.
A potential solution someone was talking about was "streaming" doodads, foliage, ect. by using a region that a trigger "unhides" things within every 0.01 sec and hides everything else. This region would then follow the player. But AFAIK the game cannot do this because you can only remove terrain cells by region.
I'm hoping individuals who have already expanded on this engine and perhaps run into this issue have come up with a more graceful solution than just farclip and such.
If then's are found under general action in the right hand side of the window, in the code i pasted it shows the type of action it is, "General - If (Conditions) then do (Actions) else do (Actions)"
For the Or and Comparisons they are conditions, if you right click on the IF part and click on the condition it will show the different kinds of conditions you can place. So after creating the Or right click on the Condition and add a Comparison then click on the "(" to change what you want to compare which in this case is a unit type
But have one question - how to set "height" for air units? I create one set for Overlord and in-game my unit attacks space between Overlord and ground.
If anyone know, how to set up Custom Value (height) for flying units - that will be great!
May i ask.... im having troubles with your engine, i can launch the game but when i shoot a unit, it takes no damage , is there something missing or something , do i need to change anything, and is there a way to make melee weapons like in left4dead 2, i would appreciate if you reply soon XD
Hey! Great engine I must say! I'm going to convert it to 8 players by setting arrays. .
The only question I have is how do I set air units height in the custom values?
For example.. I set the banshee's height to 4.5. And the height is exact, I can't hit over the unit, but I can hit below it, all the way to the ground!
i just found out, the enemy units must be under control of player 15 and you have to go to trigger>TPS engine>General Events> set height of unit> as you can see down there, cange the value zergling( which is for small units) to the units you have in the map, and Banneling ( for medium sized units like marines and marauders), Hydralisk ( for things bigger) and ultralisk( biggest units )
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this is great, but how do download the library? whenever i try to download it it just opens a page with some code on it, im using a mac to be specific.
Edit: i just exported the library
nevermind i solved the problem by editing the custom value trigger for my custom units :) Thanks soo much for the trigger will put credit in my map
@HappyWhalesh im getting the same the thing
I have followed your off-the-top-of-your-head advice about how to make a machine gun effect, but problems arise that I do not know how to solve.
1. Shooting at a unit continuously does work, but if I shoot at the ground the machine gun effect will occur but will only shoot at that one spot until I release the left mouse button, no matter where the crosshairs is pointing towards it shoots that one spot. It also does this when shooting a hostile, but I want to be able to shoot at wherever the crosshairs are pointing at currently, not shooting the spot when I decided to press and hold down the left mouse button.
2. How do I make the counter for the magazine go down as I hold the left mouse button down.
A possible solution for these problems would be appreciated.
this engine doesnt work for use. all the triggers come blank and broken
i tried it but it doesn't work, i already changed all the "Player" into "Picked player" in "Map Initialization" and "Rotate Camera"
but when i start i see this: Your text to link here...
If you are trying to get a TPS like the map provided, all you need to do is change the PlayerUnit variable to the unit you want to control as Player 1 and maybe change Create Effect On Unit (From Unit) in the Shoot trigger to get the correct attack sound for the unit you wish to control because default is the Ghost Rifle damage and sound.
And if any one can help me out with my problem 1 from above post, it would be greatly appreciated.
Hey great engine, I'm loving it so far. I just have a question about step 10 in your instructions. What exactly do I change?
My shots are not doing damage and I'm assuming step 10 is why.
@Coexistence
The Trigger you want to change is the Set Enemy Unit Height, how its setup you have to create a if then for every enemy unit on the map but adding a or statement in the if can let you add units that you would think has the same height, here is how i set my height trigger
@Droganis: Go
Okay I think I got the first part (the very first part), but the rest is greek to me. I have no idea how to make an if-then statement.
Hey guys, I've been looking around for a solution or alternate suggestion to this, but haven't found any. So, I'll just ask here.
In a TPS, especially on a big map, the common idea is to use farclip to prevent the game from rendering the entire map. The Terran mesh seems to cause more of a performance hit than doodads or units, but I'm talking heavily detailed 256x256 maps, so a farclip of 30-40 is a must.
However, this results in really ugly clipping as terrain and objects manifest in the distance.
The suggestion to compensate with this is to use environment fog. However, this is still the cheap wc3 fog and not real volumetric fog. It doesn't fix the issue at all, stuff still manifests in the distance, just with a shade of whatever fog you're using.
The only true solution is to make the lighting very dark and use pitch black fog to simulate night. But not all of the maps in my campaign can be night! :D And, of course, the sky box doesn't work.
I have no idea if sc2 supports cube mapping or the like but a potential theory I had was to create an enormous doodad about the size just shy of the farclip distance. It uses a cubemap to show the sky that is "static" like normal sky boxes and doesn't "follow" the player. Additionally, there'd be a ton of particles along the horizon to simulate volumetric fog. Unfortunately the amount of particles I'm talking about would probably present a performance hazard all on its own.
None of these are really ideal when I plan to have huge, dynamic maps with lots of stuff going on. My concept is all about immersion and environment, so the whole manifesting from nothing thing really bugs me.
A potential solution someone was talking about was "streaming" doodads, foliage, ect. by using a region that a trigger "unhides" things within every 0.01 sec and hides everything else. This region would then follow the player. But AFAIK the game cannot do this because you can only remove terrain cells by region.
I'm hoping individuals who have already expanded on this engine and perhaps run into this issue have come up with a more graceful solution than just farclip and such.
@Coexistence: Go
If then's are found under general action in the right hand side of the window, in the code i pasted it shows the type of action it is, "General - If (Conditions) then do (Actions) else do (Actions)"
For the Or and Comparisons they are conditions, if you right click on the IF part and click on the condition it will show the different kinds of conditions you can place. So after creating the Or right click on the Condition and add a Comparison then click on the "(" to change what you want to compare which in this case is a unit type
Call me stupid but how do you change the custom value of the units in step 10?
Tested it - this is very nice library! Thanks!
But have one question - how to set "height" for air units? I create one set for Overlord and in-game my unit attacks space between Overlord and ground.
If anyone know, how to set up Custom Value (height) for flying units - that will be great!
This problem on at screenshot:
In map custom value of Overlord = 10.
@martinolsson: Go
May i ask.... im having troubles with your engine, i can launch the game but when i shoot a unit, it takes no damage , is there something missing or something , do i need to change anything, and is there a way to make melee weapons like in left4dead 2, i would appreciate if you reply soon XD
Hey! Great engine I must say! I'm going to convert it to 8 players by setting arrays. .
The only question I have is how do I set air units height in the custom values?
For example.. I set the banshee's height to 4.5. And the height is exact, I can't hit over the unit, but I can hit below it, all the way to the ground!
How do I fix this?
I cant Hurt any enemy units
Can you some how make it 4 player?
@Raeymunn: Go
its not high enough, it has to be 10 XD
@DarkTrouper11: Go
i just found out, the enemy units must be under control of player 15 and you have to go to trigger>TPS engine>General Events> set height of unit> as you can see down there, cange the value zergling( which is for small units) to the units you have in the map, and Banneling ( for medium sized units like marines and marauders), Hydralisk ( for things bigger) and ultralisk( biggest units )