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    posted a message on Camera - Disable Middle Mouse

    @ZeroAme: Go

    Omg I love you

    Posted in: Triggers
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    posted a message on Camera - Disable Middle Mouse

    @happy04: Go

    It works about 90% of the time. But for some reason while holding the right mouse button, edge scrolling will randomly turn on and the camera will get permanently offset. It doesn't happen often but it does happen. Enough to make it a problem.

    Posted in: Triggers
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    posted a message on Camera - Disable Middle Mouse

    After many frustrating hours, I finally have a system for my camera that I like. The camera is locked to a single unit and the player can only change the yaw of the camera. However, when scrolling the mouse wheel, the player can zoom in and out, allowing them to see more than I want them to. It also mucks up the angles I set up. The player can also hold down the middle mouse button and move the camera to wherever they like.

    This must be stopped!

    I don't want to put on "Lock camera input" because this prevents the player from rotating around. I just want to stop them from zooming and panning.

    Edit: Just tried locking input by default and unlocking it temporarily when the player tries to look around. This helps a little, but the player can still use the middle mouse functions when looking around.

    Edit2: I was able to prevent the player from panning by adding a mess of actions that would lock the player input when the player pressed the middle mouse button by disabling all other triggers dealing with turning the camera. They get turned back on when the player releases the middle mouse button.

    If I could just find a way to capture when a player scrolls the mouse button, I'll be all set.

    Edit3: Modified the controls so that the angle of attack, distance, and height displacement are constantly reset when the player moves. The player can still zoom in and out if they scroll the mouse button while changing the camera angle. Still looking for some way to capture the mouse scroll.

    Posted in: Triggers
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    posted a message on [Data] Revive Heroes

    @eshestun: Go

    Worked like a charm.

    Thanks!

    Posted in: Tutorials
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    posted a message on [Data] Revive Heroes
    Quote from Barterr: Go

    The items always drop when you die, no matter if you are reviving using triggers or a revive ability, but you can work around it till they fix that.

    What I did was when a unit dies, I look for every unit that is an item in the same exact position as the dieing unit and hide them. Then you wait for the respawn time, revive the unit, recreate every item you found earlier in the same point where the hero died on the hero inventory, then destroy the items on the ground.

    The reason for hiding is because you can't manage the inventory of dead units.

    Attachment is a screenshot of the trigger above.

    I attempted to do it this way. My trigger looks identical to yours. However the custom script, UnitRevive(EventUnit()); doesn't seem to work.

    The unit dies, and I even put a couple UI events to tell me that the trigger did get called.. but when the 5 seconds goes by, nothing happens. The unit never respawns. Any ideas?

    Edit: I thought maybe somehow picking the inventory items might have screwed up "EventUnit" so I disabled everything but the respawn script.. still nothing.

    Posted in: Tutorials
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