This system was made back in the beta. Back then, I did not realize how badly keyboard events would respond over B-net. It should not be used for multiplayer games.
I'm afraid not. The system was never designed to be turned on/off, unfortunately.
It's probably best to not use any code from this system anyway, since it's all very inefficient now...it was made back in the beta. Recreating it is not difficult though. Any semi-decent triggerer should be able to reproduce just the bits you want. Try the team recruitment forum.
Possible? Yes. But it will look bad, unless you can get a model with custom animations. Basically you need to just lock the hero's movement and have a periodic trigger move him to the position of the turret, offset by 1 or so to facing angle of the turret - 180.
As for actually switching the turret fire, it's not too complex. If you only need to look left/right, you could use data almost exclusively. If you need to look up/down as well, you'll need to investigate tracelines.
Thanks, that sound like it'll work. I'll implement it shortly (still focus mainly on my second project for the time being). Keep the feedback coming guys!
I'm adding some additional information about online play to the first post. Anybody that's downloaded this may want to take a look at it.
As mentioned on the first post, I will be maintaining and continuing work on this project, but at a slower rate, since I'm starting another project at the same time. Please keep this thread alive if it drops too far back in the forum.
Lol, that would be awesome. Version 9 will blow you guys away I think. Most of the bugs have been fixed and I've added in some new features that will make quite an impression...
This means it will take a wee bit longer to release, but the new features are worth it.
I'm glad so many people plan on using the system. Just be sure to credit me somewhere ;).
@ Blowfish Cinem: Simply replace the version 8 library with the version 9 one upon release. Also, make a point of checking over any custom functions you've used, to make sure I haven't added/removed parameters.
@ SweetZombieJ(esus?): Thanks, doing that now.
I'm uploading version 9 now guys. Be prepared to experience vehicles (on a basic level atm) and turrets!
Thought I'd give a little update to keep this thread alive. Version 9 is coming along quite well. It's nearly bug-free now and a few cosmetic additions have been made. The terrain has also been redone to provide a more pleasurable demo experience.
Thank you! Yes, it handles up to 14 human players (not sure how much sc2 itself can hold).
As for using only one squad member: it is possible using this system, but you will receive some errors and the game has trouble initializing. I am workiggn on simplifying that. For the time being you could simply disable the Squad switch feature through the action: "Change Squad Switch Control" and setting it to no key.
Sorry about that :(. This is one of those issues that seems to have cropped up between beta and retail..
[Edit]: You could also just kill off the squad mates you don't want after the user has gone through the initial loadout dialog.
Alright everybody, version eight has arrived! It works with the retail version of the game now, so sink your teeth in! I realize there are still a few major bugs in there, caused by the beta-retail switch, but only one seems to really affect gameplay, so I figured it was good enough to post so people can at least try the darn system again. Please leave feedback!
The map was made smaller in version 8 to try and reduce the lag. Let me know if it worked.
I am currently working (in between bouts of actually PLAYING SC2) on making it compatible with the full retail release. I think I've bnearly got it now, there are a few bugs left to root out and fix. Within a few days a new version should be up and running. The version currently uploaded may work or may not. If nothing else, you'll see a ton of bugs, dialogs won't line up, and so on. Sorry its taking so long guys.
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This system was made back in the beta. Back then, I did not realize how badly keyboard events would respond over B-net. It should not be used for multiplayer games.
I'm afraid not. The system was never designed to be turned on/off, unfortunately.
It's probably best to not use any code from this system anyway, since it's all very inefficient now...it was made back in the beta. Recreating it is not difficult though. Any semi-decent triggerer should be able to reproduce just the bits you want. Try the team recruitment forum.
Possible? Yes. But it will look bad, unless you can get a model with custom animations. Basically you need to just lock the hero's movement and have a periodic trigger move him to the position of the turret, offset by 1 or so to facing angle of the turret - 180.
As for actually switching the turret fire, it's not too complex. If you only need to look left/right, you could use data almost exclusively. If you need to look up/down as well, you'll need to investigate tracelines.
Haven't updated this for some time. I still intend to get back to it soon. Hopefully Blizzard gets on the WASD issues.
Thanks, that sound like it'll work. I'll implement it shortly (still focus mainly on my second project for the time being). Keep the feedback coming guys!
I'm adding some additional information about online play to the first post. Anybody that's downloaded this may want to take a look at it.
Are the vehicles working okay? ObliQ, did the single squad fix work okay for you?
As mentioned on the first post, I will be maintaining and continuing work on this project, but at a slower rate, since I'm starting another project at the same time. Please keep this thread alive if it drops too far back in the forum.
Lol, that would be awesome. Version 9 will blow you guys away I think. Most of the bugs have been fixed and I've added in some new features that will make quite an impression...
This means it will take a wee bit longer to release, but the new features are worth it.
I'm glad so many people plan on using the system. Just be sure to credit me somewhere ;).
@ Blowfish Cinem: Simply replace the version 8 library with the version 9 one upon release. Also, make a point of checking over any custom functions you've used, to make sure I haven't added/removed parameters.
@ SweetZombieJ(esus?): Thanks, doing that now.
I'm uploading version 9 now guys. Be prepared to experience vehicles (on a basic level atm) and turrets!
Keep the thread alive guys, version 9 will be up within the next few days!
Thought I'd give a little update to keep this thread alive. Version 9 is coming along quite well. It's nearly bug-free now and a few cosmetic additions have been made. The terrain has also been redone to provide a more pleasurable demo experience.
Haha, glad you think so.
@ Bibendus
That Help Response thing didn't work. I tried both Help Response and Help request and neither seemed to fix the space bar movement.
Awesome, thanks. The camera shifting for a second when picking up weapons was really irritating.
Also, to ObliQ: I've now fixed the squad issue. Once version 9 is posted, you will be able to have only one squad member.
Thank you! Yes, it handles up to 14 human players (not sure how much sc2 itself can hold).
As for using only one squad member: it is possible using this system, but you will receive some errors and the game has trouble initializing. I am workiggn on simplifying that. For the time being you could simply disable the Squad switch feature through the action: "Change Squad Switch Control" and setting it to no key.
Sorry about that :(. This is one of those issues that seems to have cropped up between beta and retail..
[Edit]: You could also just kill off the squad mates you don't want after the user has gone through the initial loadout dialog.
Alright everybody, version eight has arrived! It works with the retail version of the game now, so sink your teeth in! I realize there are still a few major bugs in there, caused by the beta-retail switch, but only one seems to really affect gameplay, so I figured it was good enough to post so people can at least try the darn system again. Please leave feedback!
The map was made smaller in version 8 to try and reduce the lag. Let me know if it worked.
I am currently working (in between bouts of actually PLAYING SC2) on making it compatible with the full retail release. I think I've bnearly got it now, there are a few bugs left to root out and fix. Within a few days a new version should be up and running. The version currently uploaded may work or may not. If nothing else, you'll see a ton of bugs, dialogs won't line up, and so on. Sorry its taking so long guys.