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    posted a message on I find this funny

    better? hehe, it was supposed to be a hip bone originally

    exit sign 2

    Posted in: General Chat
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    posted a message on I find this funny

    I am currently working on a fairly ambitious map where the core gameplay is territory capture and defending your territory from zombies who want to eat you and your fellow survivors, and raiding for supplies (realistic ammo usage... it sucks to run out)... but to "capture" a building you have to actually go into it and clear it out, or search it for survivors... or whatever i come up with to do in them... but anyway when modelling out the first building, I made an exit sign that has made me laugh each time I see it, so I am sharing it here cause I'm bored and I think others will appreciate the humor.

    the model of the building is incomplete in the background... I'll show more of it when I get it done

    exit sign

    Posted in: General Chat
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    posted a message on helping decode m3 bit by bit

    This area of data wasn't in either of the areas i know of about the m3 format, either Nintoxicated's plugin, or Witchsong's libm3 project. I was looking for a way to make a custom modeled bridge, which at this point would mean manually editing in the physics bodies, i started investigating it. As neither of the data sources mentioned had info on it, i dove in.

    Posted in: Artist Tavern
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    posted a message on helping decode m3 bit by bit

    hey guys I have been piddling with the m3 files in a hex editor and have decoded a bit of it that it seems hasn't been looked at yet... there is a lot more in this bit that I need to figure out, but hopefully what I have gotten so far will help someone else with their investigations...

    Physics Bodies M3 Physics bodies Char ID “PHRB”

    • 0x0-0x3 REAL “Mass”
    • 0x4-0x7 REAL “Friction”
    • 0x8-0x11 REAL “Restitution”
    • Ox18-0x3B Unknown data block, can be set to all 00 and no effect is noticed?
    • 0x3C-0x3D UINT 16 “Starting Bone Index”
    • 0x3E-0x3F UINT 16 “Ending Bone Index”
    • 0x50 set to 01 (00 compiles but crashes the previewer, 02 doesn’t compile at all)
    • 0x54 some critical value but I don’t understand how it is determined. if it is changed, m3 doesn’t compile
    • 0x5C BINARY “Flags”
      • Bit 1 ( value 80 ) – Do not simulate
      • Bit 2 ( value 40 ) – None
      • Bit 3 ( value 20 ) – Always exists
      • Bit 4 ( value 10 ) – Ignore local bodies
      • Bit 5 ( value 8 ) – Simulate on collision
      • Bit 6 ( value 4 ) – Stackable
      • Bit 7 ( value 2 ) – Walkable
      • Bit 8 ( value 1 ) – Collidable
    • 0x60 BINARY “Local Forces”
      • Bit 1 ( value 80 ) – 8
      • Bit 2 ( value 40 ) – 7
      • Bit 3 ( value 20 ) – 6
      • Bit 4 ( value 10 ) – 5
      • Bit 5 ( value 8 ) – 4
      • Bit 6 ( value 4 ) – 3
      • Bit 7 ( value 2 ) – 2
      • Bit 8 ( value 1 ) – 1
    • 0x61 BINARY “Local Forces continued”
      • Bit 1 ( value 80 ) – 16
      • Bit 2 ( value 40 ) – 15
      • Bit 3 ( value 20 ) – 14
      • Bit 4 ( value 10 ) – 13
      • Bit 5 ( value 8 ) – 12
      • Bit 6 ( value 4 ) – 11
      • Bit 7 ( value 2 ) – 10
      • Bit 8 ( value 1 ) – 9
    • 0x62 BINARY “World Forces”
      • Bit 1 ( value 80 ) – Trees
      • Bit 2 ( value 40 ) – Brush
      • Bit 3 ( value 20 ) – Grass
      • Bit 4 ( value 10 ) – Magnetic
      • Bit 5 ( value 8 ) – Blood
      • Bit 6 ( value 4 ) – Energy
      • Bit 7 ( value 2 ) – Explosion
      • Bit 8 ( value 1 ) – Wind
    • 0x63 Unknown
    • 0x64 – 0x67 UINT 32 “Priority”
    • 0x68 – 0x6F set to “AA”

    related CHAR ID "PHSH" I haven't delved into this section yet, but the two are related somehow.

    I got this far last night by editing a file in the hex editor, and trying to import it into the galaxy editor, if it worked noting what it called the different flags or other changes. some changes wouldn't "compile" and caused the preview panel to display just the default sphere... some compiled and produced the proper model in the preview pane... but if you opened it to "view in previewer" it would cause the program to crash. I will continue to fiddle with it but I think I currently lack the skill to fully nail this section down.

    chart

    Posted in: Artist Tavern
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    posted a message on Point size or work around?

    @thatmark: Go

    can you post the map?... the event for the trigger will help us in troubleshooting what it is doing... or just post a complete screen shot of the trigger

    Posted in: Triggers
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    posted a message on Harvester counter for zerg

    @Fender187: Go

    using the "number of units in unit group"

    I would set an integer to "(Number of Living units in (Drone units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) for (All players)" this will count the number of "drones" but it doesn't count ones that turn into buildings cause they're not drones anymore

    Posted in: Triggers
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    posted a message on (moved)trapping attack move commands

    (moved here from galaxy scripting, my fault sorry)

    OK here is version 1.0 of this trigger combat control to keep units from shooting through walls... but I am happy enough with the triggers that I am posting them here to get help in squishing a bug i can't figure out. my problem is I need to be able to detect the difference between an attack move command by the player (attack targeting the ground) and the natural "unit is attacking but its target died, so its targeting a null unit" bit when something kills something else. this is causing the "attack move" code to run and making the unit run to where the enemy died at... albeit attack moving there... but still as a fire fight rolls on units get split off from the group making a lot more micro managing of them than necessary.

    the code is split between several triggers.

    when the region is first initialized (when the player sends units into this type of building for the first time) I setup an array of the regions designating valid fire zones. these regions are laid down in the terrain editor

    1 1b

    The primary trigger controlling the combat has a pair of nested loops that looks at each unit you control within the sub region (the building) and for each unit it searches each room region to see if that unit is in that region. if it is it looks for the closest enemy within that room region. and the closest valid enemy from any of the room regions the unit is in (multiple room regions can overlap) is the one that the unit is told to attack.

    2

    Next I have a trigger to try and trap "attack moves" because i need to control the combat... so i change it into a regular move command, but enable the target scanning from the previous trigger, so if the unit comes across an enemy, it will attack. (unfortunately this code is also triggered when a unit kills an enemy, which i need to figure out how to prevent)

    3

    Next I have a trigger coded to remove the "attack move" status so the unit can switch back into a normal move whenever the player wants.

    4

    The second to last trigger traps when the unit "attacks" a target outside of a valid fire zone and issues a "stop" command. in practice this makes the unit stand there when you tell it to attack something that it can't immediately shoot... ideally I will have the unit move to a position where is could attack the unit you told it to... but I'm not there yet.

    5

    The final trigger is similar the the previous one but it traps when the unit "acquires" a target outside of a valid fire zone... this is more of a legacy bit from before I trapped the attack move command... but I have it in just in case.

    6

    I hope this helps other people out I have worked on this for over a week to get it to where it is. and I also appreciate any help from the more experienced code writers / map makers, the more i figure out in this editor the more I realize I need to figure out.

    here is the map file also in case you guys want to fiddle with it. oh, if your forces that start in the mall get wiped out, there is a larger force waiting outside, you can run them over to the building (the pink box, until I make a model to import) and use the ability on the building to make nearby units enter the building. the grass patch on the south side of the building is the "exit" if you run units into it, they will leave back to the overview map. the stairs work as well (they are just labeled up and down with terrain texture painting), but the second floor is not setup for combat so other than running around, there is nothing to do up there right now.

    Posted in: Triggers
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    posted a message on [SOLVED]per unit visibility check

    OK here is version 1.0 of this trigger combat control to keep units from shooting through walls... but I am happy enough with the triggers that I am posting them here to get help in squishing a bug i can't figure out. my problem is I need to be able to detect the difference between an attack move command by the player (attack targeting the ground) and the natural "unit is attacking but its target died, so its targeting a null unit" bit when something kills something else. this is causing the "attack move" code to run and making the unit run to where the enemy died at... albeit attack moving there... but still as a fire fight rolls on units get split off from the group making a lot more micro managing of them than necessary.

    the code is split between several triggers.

    when the region is first initialized (when the player sends units into this type of building for the first time) I setup an array of the regions designating valid fire zones. these regions are laid down in the terrain editor

    Region Array Region Layout

    the primary trigger controlling the combat has a pair of nested loops that looks at each unit you control within the sub region (the building) and for each unit it searches each room region to see if that unit is in that region. if it is it looks for the closest enemy within that room region. and the closest valid enemy from any of the room region the unit is in (multiple room regions can overlap) is the one that the unit is told to attack.

    Targeting Zones

    Next I have a trigger to try and trap "attack moves" because i need to control the combat... so i change it into a regular move command, but enable the target scanning from the previous trigger, so if the unit comes across an enemy, it will attack. (unfortunately this code is also triggered when a unit kills an enemy, which i need to figure out how to prevent)

    Attack Move

    Next I have a trigger coded to remove the "attack move" status so the unit can switch back into a normal move whenever the player wants.

    Attack Move Reset

    The second to last trigger traps when the unit "attacks" a target outside of a valid fire zone and issues a "stop" command. in practice this makes the unit stand there when you tell it to attack something that it can't immediately shoot... ideally I will have the unit move to a position where is could attack the unit you told it to... but I'm not there yet.

    The final trigger is similar the the previous one but it traps when the unit "acquires" a target outside of a valid fire zone... this is more of a legacy bit from before I trapped the attack move command... but I have it in just in case.

    https://docs.google.com/uc?id=0B6HhzoilvqLENWJjZjZhYzItYjc3NC00ZjU4LTk1MjMtYzk2MGVkY2E3NTE5

    I hope this helps other people out I have worked on this for over a week to get it to where it is. and I also appreciate any help from the more experienced code writers / map makers, the more i figure out in this editor the more I realize I need to figure out.

    here is the map file also in case you guys want to fiddle with it. oh, if your forces that start in the mall get wiped out, there is a larger force waiting outside, you can run them over to the building (the pink box, until I make a model to import) and use the ability on the building to make nearby units enter the building. the grass patch on the south side of the building is the "exit" if you run units into it, they will leave back to the overview map. the stairs work as well (they are just labeled up and down with terrain texture painting), but the second floor is not setup for combat so other than running around, there is nothing to do up there right now.

    Posted in: Miscellaneous Development
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    posted a message on [SOLVED]per unit visibility check

    Ok, im almost ready to post the triggers and whatnot, sorry for the delay. I ran into an issue where if the unit is in multiple overlaping fire zones it doesnt act right. Once i get that ironed out ill post what I have

    Posted in: Miscellaneous Development
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    posted a message on [SOLVED]per unit visibility check

    ok, after several days of finagling I am happy with the state of this. I ended up with more of a brute force solution that i doubt would be feasible with a large force of a hundred combatants or so at once... but for my needs of a strike force of 15-20 maybe up to 30 at most the processing overhead isn't enough to worry about. I basically had to take targeting out of the hands of the standard code and hand do it in triggers... but as you can see in the video... it works with the exception of 1 caveat... attack move does not reacquire its previous move to point after combat. the unit moves to where the units it attacked were... but it would take a signifigant ammount of trigger work to get it to save that so I am not worried about that flaw... if I need it I know how to code it in... but I don't need it right now. My map is currently a proof of concept building layout that spans 2 floors of a building and a good number of rooms per floor. My final plans will have buildings with up to 5 floors (and maybe a basement). anyway here is the video of it working. if anyone is signifigantly interested I will write up details on what I did.

    Embed Removed: https://www.youtube.com/v/Y3tJKiQdpuw?fs=1
    Posted in: Miscellaneous Development
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    posted a message on counting number of doodads

    hey guys I am looking for a way to count the number of doodads in a region. theoretically I would like to be able to count the number of actors with a status flag set as I can send all the doodads I want to count a message setting a custom status flag. if I have to i can use dummy units but this is far from ideal.

    Posted in: Miscellaneous Development
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    posted a message on [SOLVED]per unit visibility check

    hey guys, i have an issue with my map I am building in that units can shoot through walls if a friend can see there... even though the unit itself couldn't see / shoot at the point itself. my problem is my map has buildings the units run around in and them being able to shoot through "solid" walls that they can't move through kind of kills the concept. I have the walls built out of doodads, and "pathing and visibility" blockers to control LOS... it works perfectly with a single unit, or as long as the units stay grouped up... but if one can see on the other side of the wall they can all magically shoot though intervening stuff to that point... my question is, is there a way to setup a validator or some other fiddly bit in the data editor to make units only be able to attack things "they" can see rather than that all their buddies can see?

    Posted in: Miscellaneous Development
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    posted a message on terrain textures blocking vision

    in the data editor terrain textures can be flagged to block vision... but in the game this doesn't seem to effect things... is there something else I need to do to enable it, or is it just bugged?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on disable mouse zoom?

    hey guys I was wondering if there was a way to disable mouse zooming without locking the whole camera... I am controlling the zoom with triggers... but every now and then mouse zooming and the trigger will stack causing the camera to super zoom in (to the point of dropping below the terrain, or super zoom out)... so i was wondering how to disable the mouse zooming feature.

    Posted in: Miscellaneous Development
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    posted a message on water is all kinds of jacked up now?

    @zeldarules28: Go

    the water types have had their settings set to strange defaults making them overly reflective featureless flat planes... unless you go in ad reedit them from scratch...

    Water Types

    just as a sample agria, avernus, korhall, and meinhoff got reset they look nothing like water (unless you edit them) whereas marsara and bel'shir still look like they did...

    Posted in: Galaxy Editor Bugs and Feedback
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