I suspect it may be because the game can't detect more than 2 keys being held at once.
This is not the case, as I can sprint and move in diagonal directions with my map. I looked at the original post and I don't see any problem with it. I suggest looking over your triggers again to see if you've made a mistake somewhere.
I'm wondering if there's an efficient way to detect if a unit or other object is colliding with water. The best thing I could think of is making a region where the water is, and having a trigger check the conditions that if a unit is inside the region and the height of the point of the unit is less than the height of the water then to do whatever action.
However it's sort of inefficient if I want to change water levels. I'm sure there's a simpler way to detect this especially with Blizzard's lava campaign map, where units would die if they made contact with the rising lava.
Has anyone figured out a better way of detecting water collision?
What do you use for paths for map switching? I've tried to set the next map and load the set map, but it gives an error saying the map could not be loaded, or it would just restart the game.
I have this slightly working now. The problem is that to get a unit target with the traceline, I have to aim at the position of the unit. So for example if I'm aiming at the head it won't recognize that.
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What kind of detail do you want? Something more like in Story Mode, or in melee games? If it matters.
I would personally find a higher poly model more fun, is all.
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I'm experienced with 3ds Max and Mudbox. I'm not available to make any custom models, but if you need advice or similar, just send me a PM.
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This is not the case, as I can sprint and move in diagonal directions with my map. I looked at the original post and I don't see any problem with it. I suggest looking over your triggers again to see if you've made a mistake somewhere.
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I'm wondering if there's an efficient way to detect if a unit or other object is colliding with water. The best thing I could think of is making a region where the water is, and having a trigger check the conditions that if a unit is inside the region and the height of the point of the unit is less than the height of the water then to do whatever action.
However it's sort of inefficient if I want to change water levels. I'm sure there's a simpler way to detect this especially with Blizzard's lava campaign map, where units would die if they made contact with the rising lava.
Has anyone figured out a better way of detecting water collision?
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You must have depth of field enabled. This can be set with the camera settings.
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Oh, awesome. Thanks!
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@PatchOne: Go
What do you use for paths for map switching? I've tried to set the next map and load the set map, but it gives an error saying the map could not be loaded, or it would just restart the game.
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Something like
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Ctrl + Shift + Up/Down
If you must you can even configure the controls yourself under Files -> Configure Controls.
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I might continue.
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It was designed for 3ds max 4.0 if that explains it.
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@BeLugh: Go
May be kind of inefficient, but you could replace the sound file with a blank one.
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@varkarrus: Go
SC2 uses bump and specular maps in addition to diffuse maps.
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It works great now. The crashing was caused by the gauss rifle damage (I don't know why), so I just switched the damage effect to another.
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I have this slightly working now. The problem is that to get a unit target with the traceline, I have to aim at the position of the unit. So for example if I'm aiming at the head it won't recognize that.
What I have currently is:
Also, I don't know why, but after I've shot a few times the game freezes. Happened every time I've tested the map so far.