Alright, but will you cover that in your tutorial? Im not sure how to even start..Im thinking of doing it with just triggers but now Im not sure If I should do it with missiles instead.
Woa thats much better, thank you! Sorry for all the questions, but for the flashlight, did you have to do anything special? I cant get it to work. I have the flashlight behavior on my unit but there is no light showing, or at least, I cant see it.
Try use the "follow unit group" function and set your main unit as the unit to follow, as long as your unit don't move too fast its by far the smoothest camera move you can get.
Can you make a tutorial or upload the file so we can see how you did it?
This would be good for a map like cod 5 zombie mode. its my favorite multiplayer co op ever. You could only need support for 4 players if you wanted it multipayer. Perhaps something you could in your spare time?
My expectations for the final release of StarCraft 2 was high.
I acturally thought that the slight lag that maps were affected by in the beta would be greatly reduced in the final product, but sadly it just got much worse.
And with that i kinda canned my in-progress AC130K maps since the only way to play is via Battle.net and that is just not good enough for maps that require per milli sec response.
But one could hope that Blizzard would eighter fix their latency problems or simply add support for LAN / Private hosting.
But hey, its hard not to get tempted by all the stuff that was added with the final release of the game so i made a total-makeover of my "The Temple" map just to see how far i could get and just make something that was fun to play around with.
And maybe something that can help others trying to achive what i have been working on.
"for your own sake, hit the HD button, select 720p HD and go fullscreen" =)
-The new map is called "Ruins"
-The map design have been optimized for TPS style camera and have even framerate across the entire map.
-I now use spectre as main unit enstead of marine
-Added support for up to 8 players. (not to much use untill Blizzard fixes the insane lag on Battle.net)
-As you can see in the video i have added bulletshells that drop out of the gun when you shoot
-I have added bullet impact holes in the ground
-I have added a toggleable flashlight
-I have added powerups that come down in drop pods
-Enemies also spawn from droppods
-The aim, reload and change weapon animations is now alot smoother.
Once i get the time to clean up the code and add some comments in there, i will release it in the maps section (not on Bnet!).
Well im sorry for the delay. Me and TheKC are working on something with this that goes beyond what you could call a "tech demo". Stay tuned.
Wow.. as Ash4meD pointed out in the other thread it got promoted on Kotaku today http://kotaku.com/5608437/starcraft-iis-zombie-horde-mode-mod--ac130k-+-ruins
thanks
Do it with triggers ^^
you can take a look at http://forums.sc2mapster.com/development/project-workplace/4393-third-person-shooter-system/#posts but im not sure how good that one is, it seem bugged with the bullets moving along with the terrain height rather than the aim vector. I kinda made my own and i could suggest you do the same.. its very basic math.
@zeldarules28: Go
Try use the "follow unit group" function and set your main unit as the unit to follow, as long as your unit don't move too fast its by far the smoothest camera move you can get.
It'll be out soon. Anything in particular?
My expectations for the final release of StarCraft 2 was high. I acturally thought that the slight lag that maps were affected by in the beta would be greatly reduced in the final product, but sadly it just got much worse. And with that i kinda canned my in-progress AC130K maps since the only way to play is via Battle.net and that is just not good enough for maps that require per milli sec response.
That being:
AC130K - Spaceship Gunner
AC130K - Waterworks
AC130K - The Temple
But one could hope that Blizzard would eighter fix their latency problems or simply add support for LAN / Private hosting.
But hey, its hard not to get tempted by all the stuff that was added with the final release of the game so i made a total-makeover of my "The Temple" map just to see how far i could get and just make something that was fun to play around with. And maybe something that can help others trying to achive what i have been working on.
"for your own sake, hit the HD button, select 720p HD and go fullscreen" =)
-The new map is called "Ruins"
-The map design have been optimized for TPS style camera and have even framerate across the entire map.
-I now use spectre as main unit enstead of marine
-Added support for up to 8 players. (not to much use untill Blizzard fixes the insane lag on Battle.net)
-As you can see in the video i have added bulletshells that drop out of the gun when you shoot
-I have added bullet impact holes in the ground
-I have added a toggleable flashlight
-I have added powerups that come down in drop pods
-Enemies also spawn from droppods
-The aim, reload and change weapon animations is now alot smoother.
Once i get the time to clean up the code and add some comments in there, i will release it in the maps section (not on Bnet!).