• 0

    posted a message on [Data] Missile Target Unit/Point bugged?

    Somebody, please help me out here lol.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Data] Missile Target Unit/Point bugged?

    Bump, anyone...

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Data] Missile Target Unit/Point bugged?

    I been working on my tps, and there seems to be an issue when using the marauder missile (Launch missile) when impact location is set to target Unit/point.

    In my traceline I define both points, is the target terrain or a unit... and the weird thing is, the missile works when its set as Target Unit, or Target point, but when I set it as Target Unit/Point the launch missle works for the points, but it wont detect the unit - it just flies through the unit like it dont exist.

    I dunnno if its cause im setting something up wrong or what, or maybe some aditional field I need to set. Any help would be apreciated.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Creating a Custom function to return..

    hey hey im on now, you around man?@gizmachu: Go

    Posted in: Miscellaneous Development
  • 0

    posted a message on Creating a Custom function to return..

    No no i understand whats going on, dont really need to reexplain it. I just think maybe, im trying to do something els other then what im describing and being a noob to the editor and all, im not exactly sure how to put everything into details about what im trying to do.

    Were on the right track for picking out what weapon is in my units weapon slot without question. But I seen somewhere some guy had a system where he used strings to pull all the data he needed to make the weapons work.. and the way he did it seems to be amazing.. lemme see if i can find it. Now in that he writes the stuff can cary behaviors etc..

    http://forums.sc2mapster.com/development/tutorials/347-xml-inventory-items-powerups-and-more-part-1/@gizmachu: Go

    You can also goto that renee site and see some weapon she made working correctly with barely any effort when its equiped. Also his inventory is the same as mine almost.. I use less slots but now i linked you a clear picture of what I mean and im trying to get to work.. I just dont understand everything that guy is using to do that. I did not follow his tutorial, i actually just stumbled on it about 7 hours back

    ReEdit, well in his map.. his gun effects do not change... its just a stat boost.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Creating a Custom function to return..

    If you dont mind id like to see the catalog way. Dident you say this way I wont be able to acomplish the beam type effect though? I'm not sure if this is the way to do it, but hell it might be.. To me it seems like there has to be a way to see IF i got a weapon equiped, and if i do, a function or something that would pull all the data i need to make the gun work in game.

    The way i envisioned it, is basically somehow linking something, where I have names or game links in it like a preset, then those link out and find all the relevant data to make the gun work.

    Like as if i was writing on a text file so in that switch function you typed up, i could just link the weapon and it would pull up everything like below. or 2 functions, one for seeing what item is in the weapon slot.. and the 2nd one holding all the info about every weapon i create. Gun name: Agr 14 gauss rifle Range: 60 Behaviors = behaviors Effects = effects

    Hey quick question, do you have Ventrillo? might be easier to just talk on there.@gizmachu: Go

    Posted in: Miscellaneous Development
  • 0

    posted a message on Creating a Custom function to return..

    In my shooting trigger I already have points set up one that detects if a unit is hit by my traceline and the other is if my traceline hits terrain. Now will this function you made show the trails from my unit to target unit/point? and Yea I would like to experiment with weapons that do some cool things like slow speed, or maybe a missle that explodes near a group of enemies and the missle then burst into lghtning that hits an enemy and then moves on to the next enemy, or even a spread shot type of deal.

    Why oh why cant there just be a way to type out a a direct link to the item in the data editor.. and have everything be pulled via the weapon or item name.@gizmachu: Go

    Posted in: Miscellaneous Development
  • 0

    posted a message on Creating a Custom function to return..

    Well you dont see any of it period with environment.. lol, I tried using Voidray damage and you dont see a damn thing.. which is something id like to fix or make work.. Beams are cool, or watching missiles shoot and fly at my target would be nice. I just dont have the know how... or where to start. Theres just too much stuff and my head is working 360 degrees as it is, but I want to do this right so here i am.. trying to get some help ;p@Alfredthethird: Go

    Posted in: Miscellaneous Development
  • 0

    posted a message on Creating a Custom function to return..

    Yea thats basically what I want, I just dont know how to do the catalog thing. I already have a Unit type Record set up, and an array for each players chosen unit. Just not sure how to go about pulling all of that data and making something out of the catalog function.

    The way i thought it could be done is to somehow make a preset or something that can store all the weapon info stuff inside it and then call form that, but I dont know. Another thing im not sure how I would do is, to make the unit use the weapon without issuing an order kinda like how the environment execute function works. I also thought that if you had a weapon, it would automatically just pull all the stuff asociated with the item/weapon as I have a unit version of the weapons so they can be droped/picked up, an item for the bag info, and on the weaponside behaviors and actors.

    But yea, I havent the slightest clue to how to actually use catalog, or the database trigger features at all..@gizmachu: Go

    EDIT" so yea, im just trying to create a function that will actuallly change all the effects/behaviors etc depending on whatever weapon is equiped in my item class slot, but also so i can get some sort of actual weapon effects working in game.. because with encironment execute damage, there basically is no effects.. You dont see bullets heading twards the target etc.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Creating a Custom function to return..

    Ah yea sorry, lol I barely have any clue as to how to describe what im trying to do. What I want is, the way i have my game set up now I created Item classes. So I have Armor:Helmet, Chest, gloves, boots and Weapon:Range as defined locations as equipment spots that i made from the data editor.

    So what im trying to do is to create a function that will let my unit use whatever weapon I currently have equiped in Weapon:Slot range which is an item class I made. The map im working on is a third person shoot named pandemicL if u want to try it online. Anyways the way i handle shooting now is with a traceline and a trigger that detects if left click was pushed, then it detects if im hiting a unit or the terrain. In tihs trigger i'm just using a generic environment execute damage effect.

    The environment execute damage effect just does a crappy effect on the target and is no way customizable beyond selecting a damage effect. So as I said im trying to come up with a way to create and plug in a function for whatever weapon my unit has equiped, then when I hit leftmouse i use that weapon, displaying all the effects I/behaviors I have tied to it in the data Editor. Hopefully this is more clear..@gizmachu: Go

    Posted in: Miscellaneous Development
  • 0

    posted a message on Creating a Custom function to return..

    Custom ItemContainer - WeaponSlot and use whatever is in that slot as my units weapon? Anyone?

    As in, linking anything tied to the weapon so instead of a normal marine gun, i swaped it to the voidrays gun by having it in said slot.. with the voidrays beam effects. Not sure how I can set that up, so if anyone can help please do ;)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Weapon question

    Hey guys, I have a 3rd person view engine and stuff im working on + tracelines. I'm trying to figure out how I can actually get the spray or the beam of a gun to show from the players unit to the enemy unit. Right now i'm just using Environment execute dmg effect(which sucks) and id like to create a much better system which pulls in all the data from the weapon/behaviors and actors etc.

    I just dont know where to start... so any help would be great.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Possible to store Items/ranged etc as a string?

    Anyone?

    I guess what im asking is i need my left click ability to use whatever I have equiped which happens to be a weapon.I want it to be whatever he has in ItemClass slot.... I'm not sure how to refrence that.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Possible to store Items/ranged etc as a string?

    Hmm, So whats the proper way to get ItemClass which would = weapon linked in game via triggers from the data editor. I cant find anything that sounds like it would do that...@GECGEC: Go

    Itemclass would be what I would want to use to create a link from whatever weapon i have in that slot in game to my data editor, but I dont see a way to link like that, and even further I dont see How i would actually set whatever item is in the slot to be his weapon to react to left mouse clicks etc.. for that I only see environment Execute... but thats not what I want. As I want every single effect i got coming from whatever weapon i made being seen in third person(the tracers from start to finish, or a beam weapon i create)

    and BTW I have the default UI disabled*

    I assue its a catalog, but I just want to set up 1 function that will identify every field I have set in the data editor and relay to the trigger editor so as i said link, weapon range, the behaviors.. the dmg it does etc.

    Lol, dont have the slightet clue where to start or how to use the catalog stuff though, so any help would be apreciated.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Possible to store Items/ranged etc as a string?

    Well see, I had something biger planned, or atleast a system/engine I want to work on.

    I was going to go in and try to make it so I can have like 8 character slots on each players toon. 2 Trinkets, 2 rings, boots, helmet Chest armor and a weapon/maybe a secondary weapon. Whatever weapon player has equiped on his hero, left mouse shoots etc. Then I wanted to design basically a bar style system, so IF i make a talent tree, I could dialog up a lil hotbar 1-5, and whenever a player pushes the corresponding button for that ability, then that ability is used. I wanted to go one step further and try to implant like trinkets that could also be used via the hotkeys.

    The thing is though, I want these hot keys to be dynamic, so if player a gets whatever abilities he can drag and drop those abilities to whatever key he wishes to correspond to said ability

    The Is Equiped/inventory engine has to be very dynamic, as I would like to think there is a way where I can set up a database of some sort, and have my traceline Look at that database depending on what weapon a player has equiped, and respond to whatever params i have defined, as I said above, like weapon range, is it a continous attack or a single shot etc.

    So in my traceline I could have like lookup WeaponNameEquiped, the database would tell my traceline which weapon it is, and then anything defined underthat name would be applied like( Weaponrange, singleshot, continuous shot etc) I could link that to my traceline, or a line in my string to identify whatever is set..@GECGEC: Go

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.