LOL. That was the hardest part of making my game, not having one of my characters yell "DO A BARREL ROLL!"
Although I prolly won't have a chance because I screwed up on the version I submitted. I had some sequences triggered by keys so I could skip around during developement and I left one in... So the game stops at that point =/ I feel like Michael in Office Space when he fucked up the decimal.
so there's no way to do barrel rolls and rotate look w/ triggers?
I did mine thru triggers and explicit rotation actors attached to models. That way I could make the ship roll left and right a little as it turned, and once you pressed a button it would do a full barrel roll. You could also hit another button to lock the roll angle while turning and fly at that angle, say 90 degress. I would make custom hit boxes for various angles, so like the 90 degree locked roll you could squeeze thru narrow vertical gaps
Interesting Foolish_Fool, haven't toyed with custom hit boxes yet gotta look into those. Doing barrel rolls with triggers is certainly possible, but trying to keep trigger count down as much as possible.
Didn't have much of a problem with trigger count, granted my map is meant to be played offline so I abused key presses and triggers whenever possible. Really the triggers never slowed me down (unless I really lowered the interval checks on my tracelines, which there could be over a hundred of in the hectic scenes).
Although to lower my traceline count I made all of the enemy projectiles units. Then I would issue orders to them based upon if statements. Could make enemies that shot at the character, in the direction the char was traveling, zig zags missiles, homing missiles, etc... The missiles I set to be killible. I would only check the parameters of the closest enemy to my ship, that way I didn't have tracelines everywhere checking every single point for a hit. Unit orders and changing the height seem to be relatively low load in comparison.
running this every .0625 seconds
Rotate Actor to Deg
Options: Action
Return Type: (None)
Parameters
Actor = No Unit <Unit>
Roll = 0.0 <Real>
Yaw = 0.0 <Real>
Pitch = 0.0 <Real>
Player = 0 <Integer>
Grammar Text: Rotate Actor to Deg(Actor, Roll, Yaw, Pitch, Player)
Hint Text: (None)
Custom Script Code
Local Variables
Forward X = (Cos(Yaw)) <Real>
Forward Y = (Sin(Yaw)) <Real>
Forward Z = (Sin(Pitch)) <Real>
UpX = (Cos(Roll)) <Real>
UpY = (Sin(Roll)) <Real>
UpZ = (Cos(Pitch)) <Real>
Actions
Actor - Send actor message (SetRotation Forward X Forward Y Forward Z UpX UpY UpZ) to main actor of unit Actor
Something seems wrong with trying to set rotations via actors. You can only do pitch and yaw thru actor triggers it seems. For your code, try something like
Forward X = (Cos(Yaw)) <Real>
Forward Y = (Sin(Yaw)) <Real>
Forward Z = (Tan(Pitch)) <Real>
Actions
Variable - Forward Z: * -1.0
Actor - Send actor message (SetRotation Forward X Forward Y Forward Z, 0, 0, 0) to main actor of unit Actor
This will have the actor follow the facing of the camera. I use that for beam models too so you can sweep the beam anywhere with the camera. You could do the *-1 as part of an arithmetic real function, but I store the tan(camera pitch) in a global variable so I only have to check it once, then grab that variable and do things with it in various other triggers. Dunno if it makes a difference or not as far as optimization.
Nothing's happening, should this work during movement? NVM it doesn't work at all even standing still
Here's a pic of me looking up and its still facing 0 deg for height wise http://img411.imageshack.us/img411/945/notworking.jpg
Are you sure you're able to discuss this already? It doesn't make a lot of sense to me that the maps would already be available in one way or another long before they are even announced at BlizzCon. The map is supposed to be played at BlizzCon, and it would be kind of strange if most people have already played it or know about it when it's supposed to be a new experience. What would have been the point of keeping it confidential for all that time in the first place?
The application form said something along the lines of "I will not share my map or pictures/information about it until the contest is over at the 11th of September". I'm pretty anal about that stuff, but I'm 100% sure of that, I triple checked it - just annoying the page itself is no longer available.
Here's a quick and dirty example I threw together of making the unit look in the direction of your camera since I suck at explaining things and formating things is a pain.
I don't think having the phrase "Do a barrel roll" would cause any copyright infringement issues. It's a pretty general statement....
I also don't feel comfortable disclosing any information about my map, after having to be so secretive about it for so long...and suddenly not?
Probably going to wait until the judging is finished.
Are you sure you're able to discuss this already? It doesn't make a lot of sense to me that the maps would already be available in one way or another long before they are even announced at BlizzCon. The map is supposed to be played at BlizzCon, and it would be kind of strange if most people have already played it or know about it when it's supposed to be a new experience. What would have been the point of keeping it confidential for all that time in the first place?
Every blizzard contest has been that confidental. Usually you have to keep it secret until winner is decided. For this contest, winner will be decided 2 weeks later, to preare stuff and arrangement for the winner's trip to blizzcon. So even if you can release it there, there's nothing secretive at blizzcon. However this contest is different in that the line that usually say you have to hold of until winner is now changed to hold off until deadline.
found my bug i had it so every .0625 it changes facing to Yaw so it canceled the effect of the trigger out... ty anyway but moving disables it until you stop, ne1 know fix or is it problem with SC2, also changing height disables also
This contest was a nice push by Blizzard to promote quality maps, I'm looking forward to seeing the winning entry, and seeing all the other entries once the time is right and you feel "safe" to publish it :)
Ah, if you want movement then you have to be a bit more creative. Take a look at this. If you store the points and heights as variable and then alter your unit location/height via actor messages then you can maintain your facing.
I only made W/A so you can only move up/left, but it shows the effect. Just do the same thing for the other directions and you're good to go.
Yeah, if it hadn't been for the contest I wouldn't have put a fraction of the effort in that I did. I have pretty much no shot at the contest because I screwed up my upload, but when the NDA is lifted and I've had time to put a bit of polish on it I think it will be very impressive. The map editor is simply phenomenal. Really the only weakness is BNet =/ As far as single player goes though the sky is the limit.
@crazyfingers619: Go
so there's no way to do barrel rolls and rotate look w/ triggers?
@crazyfingers619: Go
LOL. That was the hardest part of making my game, not having one of my characters yell "DO A BARREL ROLL!"
Although I prolly won't have a chance because I screwed up on the version I submitted. I had some sequences triggered by keys so I could skip around during developement and I left one in... So the game stops at that point =/ I feel like Michael in Office Space when he fucked up the decimal.
@Beffyman: Go
I did mine thru triggers and explicit rotation actors attached to models. That way I could make the ship roll left and right a little as it turned, and once you pressed a button it would do a full barrel roll. You could also hit another button to lock the roll angle while turning and fly at that angle, say 90 degress. I would make custom hit boxes for various angles, so like the 90 degree locked roll you could squeeze thru narrow vertical gaps
Interesting Foolish_Fool, haven't toyed with custom hit boxes yet gotta look into those. Doing barrel rolls with triggers is certainly possible, but trying to keep trigger count down as much as possible.
@crazyfingers619: Go
Didn't have much of a problem with trigger count, granted my map is meant to be played offline so I abused key presses and triggers whenever possible. Really the triggers never slowed me down (unless I really lowered the interval checks on my tracelines, which there could be over a hundred of in the hectic scenes).
Although to lower my traceline count I made all of the enemy projectiles units. Then I would issue orders to them based upon if statements. Could make enemies that shot at the character, in the direction the char was traveling, zig zags missiles, homing missiles, etc... The missiles I set to be killible. I would only check the parameters of the closest enemy to my ship, that way I didn't have tracelines everywhere checking every single point for a hit. Unit orders and changing the height seem to be relatively low load in comparison.
running this every .0625 seconds
Rotate Actor to Deg
Options: Action
Return Type: (None)
Parameters
Actor = No Unit <Unit>
Roll = 0.0 <Real>
Yaw = 0.0 <Real>
Pitch = 0.0 <Real>
Player = 0 <Integer>
Grammar Text: Rotate Actor to Deg(Actor, Roll, Yaw, Pitch, Player)
Hint Text: (None)
Custom Script Code
Local Variables
Forward X = (Cos(Yaw)) <Real>
Forward Y = (Sin(Yaw)) <Real>
Forward Z = (Sin(Pitch)) <Real>
UpX = (Cos(Roll)) <Real>
UpY = (Sin(Roll)) <Real>
UpZ = (Cos(Pitch)) <Real>
Actions
Actor - Send actor message (SetRotation Forward X Forward Y Forward Z UpX UpY UpZ) to main actor of unit Actor
don't know mine ain't working for rotate look
@Beffyman: Go
Something seems wrong with trying to set rotations via actors. You can only do pitch and yaw thru actor triggers it seems. For your code, try something like
Forward X = (Cos(Yaw)) <Real>
Forward Y = (Sin(Yaw)) <Real>
Forward Z = (Tan(Pitch)) <Real>
Actions
Variable - Forward Z: * -1.0
Actor - Send actor message (SetRotation Forward X Forward Y Forward Z, 0, 0, 0) to main actor of unit Actor
This will have the actor follow the facing of the camera. I use that for beam models too so you can sweep the beam anywhere with the camera. You could do the *-1 as part of an arithmetic real function, but I store the tan(camera pitch) in a global variable so I only have to check it once, then grab that variable and do things with it in various other triggers. Dunno if it makes a difference or not as far as optimization.
http://forums.sc2mapster.com/development/map-development/11202-obelisk-hellfire-v1-0-released-today-do-you-have-what/#p4
Obelisk Hellfire
About 1 month and half to make
The idea is to make a map that is a competitive multiplayer experience for professional custom map players.(or so they say).
@Foolish_Fool:
Nothing's happening, should this work during movement? NVM it doesn't work at all even standing still
Here's a pic of me looking up and its still facing 0 deg for height wise
http://img411.imageshack.us/img411/945/notworking.jpg
Are you sure you're able to discuss this already? It doesn't make a lot of sense to me that the maps would already be available in one way or another long before they are even announced at BlizzCon. The map is supposed to be played at BlizzCon, and it would be kind of strange if most people have already played it or know about it when it's supposed to be a new experience. What would have been the point of keeping it confidential for all that time in the first place?
The application form said something along the lines of "I will not share my map or pictures/information about it until the contest is over at the 11th of September". I'm pretty anal about that stuff, but I'm 100% sure of that, I triple checked it - just annoying the page itself is no longer available.
Here's a quick and dirty example I threw together of making the unit look in the direction of your camera since I suck at explaining things and formating things is a pain.
I don't think having the phrase "Do a barrel roll" would cause any copyright infringement issues. It's a pretty general statement....
I also don't feel comfortable disclosing any information about my map, after having to be so secretive about it for so long...and suddenly not? Probably going to wait until the judging is finished.
Every blizzard contest has been that confidental. Usually you have to keep it secret until winner is decided. For this contest, winner will be decided 2 weeks later, to preare stuff and arrangement for the winner's trip to blizzcon. So even if you can release it there, there's nothing secretive at blizzcon. However this contest is different in that the line that usually say you have to hold of until winner is now changed to hold off until deadline.
found my bug i had it so every .0625 it changes facing to Yaw so it canceled the effect of the trigger out... ty anyway but moving disables it until you stop, ne1 know fix or is it problem with SC2, also changing height disables also
I made and submitted Shape Wars, posted just after midnight, so it was post-deadline, as the rules instructed. More info here, and video to come soon.
http:forums.sc2mapster.com/resources/project-workplace/11278-release-shape-wars-blizz-con-contest-map/?unread
This contest was a nice push by Blizzard to promote quality maps, I'm looking forward to seeing the winning entry, and seeing all the other entries once the time is right and you feel "safe" to publish it :)
@Beffyman: Go
Ah, if you want movement then you have to be a bit more creative. Take a look at this. If you store the points and heights as variable and then alter your unit location/height via actor messages then you can maintain your facing.
I only made W/A so you can only move up/left, but it shows the effect. Just do the same thing for the other directions and you're good to go.
@Zarakk: Go
Yeah, if it hadn't been for the contest I wouldn't have put a fraction of the effort in that I did. I have pretty much no shot at the contest because I screwed up my upload, but when the NDA is lifted and I've had time to put a bit of polish on it I think it will be very impressive. The map editor is simply phenomenal. Really the only weakness is BNet =/ As far as single player goes though the sky is the limit.
Map Type: melee combat ARPG
Time: nearly a month
Special: imagine it is a mixture of Monster Hunter and Dynasty Warriors, in the Starcraft universe