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    posted a message on [Library] Realtime Mouse Tracking System

    it didnt say anything at all, it didnt time out, it seems like it hit a unit cap. Thats when i decided to try buildings, and it got about 2x as far as the units, but only filled up about 20 colums. And no i did not try with any lower precision due to it not being effective for the purpose i was using it for. I managed to get it to work by spawning units in a region and having the units do the same commands as my initial unit (that has the diablo type movement). Only problem im running into is if i try and go in a straight line, the cursor stays with the unit that is moving, thus the unit stops moving until i move my cursor over to another unit. Have any ideas to fix it? I was thinking about putting in some triggers to change the speeds of the units. Going from like 1 speed for 1 second, and then 2 speed for 1 second, and 1 speed for 1 second. And then setting the main unit speed at 1.5. Or something like that, i havnt tested it yet though.

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Library] Realtime Mouse Tracking System

    Does not work on a 256x256 map, it only fills about 10 colums full of units. Same thing if you use a building.

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Video] Diablo Camera & Movement

    onetwo, i made a few modifications to your method, i basically have a block of units following my guy. The only problem, is that if i click my mouse and hold it in one spot, it never leaves a single drone, causing it to stop running because the target never changes. (cursor follows the drone due to the camera moving with the drones at the same speed basically. Have any ideas for me?

    Posted in: Tutorials
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    posted a message on Moving region, creating units

    I should have mentioned this earlier to give you a better idea why i am doing this...

    I have a 256x256 map, I am using OneTwo's method of movement that he calls the diablo movement, http://www.youtube.com/onetwosc#p/c/1CA0C5AF4637AB86

    The only problem is that his method will not work on a larger map because of the large amount of units, so this was my idea around that problem. So i need the entire region filled 100% of the time.

    the only problem i have doing what you suggest frodo, is that when i do -Select Each Unit in All Map "Type of Unit You'll Spawn" And Do Actions, i cannot select my unit since it is not on the map yet.

    Posted in: Triggers
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    posted a message on Moving region, creating units

    Hey guys, im trying to figure out how to make this work... heres the scenario...

    -i have a unit (unit A) that will run around, then a region that follows the unit (unit is centered in the region with the region moving with the unit) -then i want it to create units (units B) that fills up the region completely -now when unit A moves, i want it so that Units B die once the region moves away from it...

    trying to explain this the best i can...so to recap,

    you move a unit, then the region follows the unit. units are spawned and fills up the region the units that are spawned will never move... they just stay where they are spawned so when the region moves, i want the units that are no longer in the region to be removed from the map keep in mind the original unit is always moving around, so this will be an endless loop to create and fill the region while destroying any unit that is left out of the region.

    or....

    is there a way to create a region, and fill it with units... then make the entire region and all of the units inside it all move as a solid piece?

    Posted in: Triggers
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    posted a message on [Video] Diablo Camera & Movement

    @OneTwoSC: Go

    ive been trying this, but with a larger map it seems like starcraft doesnt want to filla 256x256 area with buildings or units... any ideas? itll only fill like the first 10 columns...

    Posted in: Tutorials
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    posted a message on fog instead of far clip

    ok, so then basically setting the fog up so that it is dense enough to hide the far clip effects correct?

    Posted in: Miscellaneous Development
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    posted a message on fog instead of far clip

    Is there a way to use fog instead of using the far clip? Or maybe even setting the far clip at a certain value and making the fog just hide the far clip so you just dont see things suddenly appearing/disappearing?

    Posted in: Miscellaneous Development
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    posted a message on FPS drops in third person view

    @Sephiex: Go

    i attempted to change the far clip to a lower amount, but it still doesnt do much for me. I guess the only choice i have is to lock the pitch so that they cannot look too far across the map

    Posted in: Miscellaneous Development
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    posted a message on FPS drops in third person view

    Hey guys, im working on a map that has a wow camera sort of angle, the zoom is locked, but i have full pitch and yaw. The problem im running into is when im in one corner of the map, and i look to the other side of the map, the fps drops to around 5fps... does anyone have any experience working with this problem?

    Posted in: Miscellaneous Development
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