Hi, ive used this library and customized it! Works like a charm!
Made a Dota semi TPS similar map when you select a unit and go into tps with that unit. Alot of abilities added and stuff!
I do though have a question! Map is 4 player based! This works perfect for player 1-2! But it seems the traceline doesnt work for player 3-4
-> Meaning they dont do any damage to whatever they shoot on.
Hello there. I've been testing and creating some decent maps with your TPS. Must admit that it's a great one, everything's smooth. But i do have one problem. I am using Jim Raynor (Marine) Unit as my character, and i added him the ability *Psi Shield* with the data editor and gave a nice icon for it to his command card. It works perfectly when not in RTS mode, But when i get to RTS mode, as the command card dissapears, it dissapear. Do you guys know any solution and how to use it in RTS mode? Thanks.
Okay I tried this system in my TPS but my camera rotation is not working while i use this panning system. Although I must say that the panning system does follow the unit quite well.
Honestly when I saw your post my panning system sucked really bad, but I went at it made a pro engine for camera panning. I used WASD movement and rotate camera to make everything work. NOTE: this is very performance based instead of client/Battle.net so you really really need to work with the far clip and rotation speed.
This is what I used.
Camera - Pan the camera for player 1 to ((Position of Marine [36.77, 31.22]) offset by (0.0, 0.0)) over 0.2 seconds with Existing Velocity% initial velocity, 50% deceleration, and Do Not use smart panning
Camera - Apply camera object Rotation (Facing of Marine [36.77, 31.22]) for player 1 over 1.0 seconds with Existing Velocity% initial velocity and 80% deceleration
This video was on battle.net and ran get. The video sadly lags because my computer couldn't handle both recording and starcraft at the same time. Although after I stop recording it instantly returned to smooth game play.
If you dont believe me go and upload it yourself to battle.net and try it out.
Hi,
While testing the engine in preparation for implementation, I have modified the traceline command so that air units can be shot. I also made the slight change of allowing enemies not of player 15.
Attached, for those who want it, is the version with those changes.
Hey! editor noob here. The file won't download as a .lib file, it opens in a new tab of Mozilla Firefox and looks like a text document. How do I fix this to make it a .lib file?
Really lovely engine, thank you so much for providing this download you literally saved my map :D!!
However I seem to have one minor problem. Whenever I walk close to a wall, or underneeth a floating object or to close to the edge of the map, the camera raises over my character or under the ground, which seems to be a known "bug" sort thing. But there is a trigger action "height displacement off" which I believe to stop the camera from doing so but how come it still does the same thing eventhough it is turned off. I've checked and checked over and over again and I cant put my finger on it.
Is there any way you can help me out?
Thanks alot in advance! Sorry for the noob question.
Ok, I have a gigantic problem, that i thought i solved by myself, but turns out i didn't (course i didn't make it worse) i put the TPS engine in and I want to be able to shoot everything friend or foe etc...currently you can shoot... the terrain and thats it, i am in super pre-alpha on my map, working on a million different things, i'm collaborating with a friend and would love it if some one could help me, send me an email if you're interested in helping etc...i set up "dropbox" and sit here on vent with my friend adding stuff talking about the map objectives etc... i'll give vent info+ share "dropbox file" etc.. also posting a fix would be amazing
i was right its fixed, although now i have an error where i can only kill things on the same ish level of the map, but as i go up hill it stops working correctly any ideas?
ok, so, you're going to hate me for tripple positng, but i think i found an error in your math (set TraceHeight = ((Tan(CamPitch)) * ( TraceDistance * -1.0))) shouldn't that be (set TraceHeight = ((Tan(CamPitch)) * ( TraceDistance * -1.0))+ currentUnitZHeight) or somthing along those lines, because your'e not factoring in the natural terrain of a map ... @ least i don't think
nvm i found where u set the cam to map height =P ir tard =P it was the next post that was causing the error
Hi, ive used this library and customized it! Works like a charm! Made a Dota semi TPS similar map when you select a unit and go into tps with that unit. Alot of abilities added and stuff!
I do though have a question! Map is 4 player based! This works perfect for player 1-2! But it seems the traceline doesnt work for player 3-4 -> Meaning they dont do any damage to whatever they shoot on.
Any ideas why?
Hello there. I've been testing and creating some decent maps with your TPS. Must admit that it's a great one, everything's smooth. But i do have one problem. I am using Jim Raynor (Marine) Unit as my character, and i added him the ability *Psi Shield* with the data editor and gave a nice icon for it to his command card. It works perfectly when not in RTS mode, But when i get to RTS mode, as the command card dissapears, it dissapear. Do you guys know any solution and how to use it in RTS mode? Thanks.
This looks great! Too bad the links don't work anymore. All i get is that stupid code in my browser.
@HappyWhaleshark: Go
Right-Click -> Save As works
Does anyone know how to make the camera offset for the unit being followed?
@gamemore: Go
why dont u open that map and look at it?
@avogatro: Go
I already have to tell the truth. Made my own map with a couple upgrades to the engine provided.
Edit: I'm looking for something that will off center the camera from the followed unit.
@gamemore: Go
You have to keep panning the camera to a point, not a unit.
@Nebuli2: Go
Okay I tried this system in my TPS but my camera rotation is not working while i use this panning system. Although I must say that the panning system does follow the unit quite well.
Mind posting a way to do this
how good is your panning system?
Honestly when I saw your post my panning system sucked really bad, but I went at it made a pro engine for camera panning. I used WASD movement and rotate camera to make everything work. NOTE: this is very performance based instead of client/Battle.net so you really really need to work with the far clip and rotation speed. This is what I used.
I made both of them repeat. Here is my map with the engine
This video was on battle.net and ran get. The video sadly lags because my computer couldn't handle both recording and starcraft at the same time. Although after I stop recording it instantly returned to smooth game play.
If you dont believe me go and upload it yourself to battle.net and try it out.
@LinkD: Go
Its not there, and mac can't right click. I hate macs.
Hi, While testing the engine in preparation for implementation, I have modified the traceline command so that air units can be shot. I also made the slight change of allowing enemies not of player 15.
Attached, for those who want it, is the version with those changes.
@HappyWhaleshark: Go
Hold ctrl while clicking or buy a window mouse, they work fine on mac.
Hey! editor noob here. The file won't download as a .lib file, it opens in a new tab of Mozilla Firefox and looks like a text document. How do I fix this to make it a .lib file?
I noticed in your jump video, the jump's height changes linearly.
Gravity is an acceleration; objects need to fall quadratically to look realistic. Isn't this impossible in the data editor?
Really lovely engine, thank you so much for providing this download you literally saved my map :D!! However I seem to have one minor problem. Whenever I walk close to a wall, or underneeth a floating object or to close to the edge of the map, the camera raises over my character or under the ground, which seems to be a known "bug" sort thing. But there is a trigger action "height displacement off" which I believe to stop the camera from doing so but how come it still does the same thing eventhough it is turned off. I've checked and checked over and over again and I cant put my finger on it.
Is there any way you can help me out?
Thanks alot in advance! Sorry for the noob question.
Ok, I have a gigantic problem, that i thought i solved by myself, but turns out i didn't (course i didn't make it worse) i put the TPS engine in and I want to be able to shoot everything friend or foe etc...currently you can shoot... the terrain and thats it, i am in super pre-alpha on my map, working on a million different things, i'm collaborating with a friend and would love it if some one could help me, send me an email if you're interested in helping etc...i set up "dropbox" and sit here on vent with my friend adding stuff talking about the map objectives etc... i'll give vent info+ share "dropbox file" etc.. also posting a fix would be amazing
[email protected]
EDIT: i'm assuming it has somthing to do with unit height
@Murkwater: Go
i was right its fixed, although now i have an error where i can only kill things on the same ish level of the map, but as i go up hill it stops working correctly any ideas?
ok, so, you're going to hate me for tripple positng, but i think i found an error in your math (set TraceHeight = ((Tan(CamPitch)) * ( TraceDistance * -1.0))) shouldn't that be (set TraceHeight = ((Tan(CamPitch)) * ( TraceDistance * -1.0))+ currentUnitZHeight) or somthing along those lines, because your'e not factoring in the natural terrain of a map ... @ least i don't think
nvm i found where u set the cam to map height =P ir tard =P it was the next post that was causing the error