• 0

    posted a message on Reaper Arena

    @killay: Go

    Hey, sorry for taking a while to respond to your request, I just haven't had the time to really get a good reply until now. There's a few things you'll need to do if you want to make the sidescrolling setup like I did, and it does get a bit complicated.

    First, you'll need to open your data editor and duplicate one of the actors in the Site Operations (Explicit Rotation) folder (a search for Explicit will find it). This actor has two values you can mess with to get different rotations, Actor - Forward and Actor - Up. You might need to tinker around with the values for a bit to figure out what corresponds where, but the defaults I used to rotate the Reaper to face left and right were "Forward: -1.00, 0.00, 0.00" and "Up: 0.00, 1.00, 0.00" to face Left and "Forward: 1.00, 0.00, 0.00" and "Up: 0.00, 1.00, 0.00" to face Right, and those two should probably cover most of the rotations you will use.

    Second, you will need to work with your actual unit actors for a bit. I was pretty sloppy when I did this and you can put a bit more effort in making it orderly if you wish to. To set your newly created rotation actor to your unit actor, you'll need to edit the value "Hosting - Host Site Operations - Operations" and find your rotation actor and add it to the list. The actor will only accept one host site operation, and it's really tricky to get it to switch to a different one (I imagine its probably somewhere in the actor events, if you care to find it) so what I ended up doing is duplicating the unit, creating a "placeholder" unit for a duplicated actor, and gave the second duplicated actor the other site operation. Then, set up an actor event that makes it so when something specific happens (In my case, it was setting the scale of the unit) the current unit's actor is destroyed and the duplicated actor is created. Then whenever I need to reverse the unit's facing, I send the actor message that would trigger this event (By setting the unit's scale to 100% of it's original size, effectively doing nothing). This system is incredibly sloppy, but it does work. If you want to make it more orderly just create a custom ability that you can order your unit to do and have the actor event check to see when that ability is used.

    Third, if you've managed to stay with me so far, is to create your game physics through triggers and point updated velocities. Essentially, you'll need to give your unit four variables, an X value and a Y value for the unit's velocity (I have a lot of units affected by the game's gravity, so I used the unit's first two Custom Values as the X and Y), and an X and Y value for the unit's acceleration. In a periodic trigger, create a local point variable with it's initial position set to your unit (If you have a lot of units, then you'll need to use some strategic loops to make sure this point applies to each of them individually each periodic trigger). Then to account for gravity move the point a certain distance downward from its original location. Then account for the current unit's accelerations (For my setup, if one or more of the arrows is pressed, its a constant acceleration in whatever directions are pressed.) and add them to the unit's current velocity. Then add the unit's current X and Y velocities to the point variable, updating its final position. But we aren't done yet...

    You'll also need to account for obstacles and other things that may block the unit's movement, as the default response for the unit would be to walk around these obstacles, but we need them to land and move correctly. To do this, we need to set up a velocity "cushion" that constantly checks along a straight line between where the unit actually is and where it is trying to go, and "correcting" itself when the path is blocked. To do this, you'll need a few For Loops and another temporary point variable. The temporary point variable will start positioned where your unit is and for each loop iteration, will move out horizontally a small increment and check its current position to see if it is pathable. If it is, then the loop runs again until it has reached the current unit's X velocity, then another For Loop checks the same thing vertically. If the point is unpathable, then the Unit's original velocity point's x value or y value (depending on the loop) is set to match the temporary checking points x or y value. Finally, the last step is to check the distance between the unit and the unit's velocity point, and if its large enough to warrant movement, then tell the unit to move to that point. The distance check is there so if the unit isn't being told to move anywhere it won't constantly be told to move to the same spot its in.

    So yah, take of that what you will, its really difficult to explain correctly. Take a look through the triggers I used to maybe sort of get some idea of what I did a little better. I will say that it is a finicky system, and there is definitely room for improvement, but I'm focusing on getting the rest set up before I revisit this part, so if you would like to take a second crack at it it would really be a good thing. It won't be easy, nothing I can tell you will make it a simple thing to get working, but if you still feel like using it then go ahead.

    Posted in: Project Workplace
  • 0

    posted a message on Reaper Arena

    Getting testing done on things like game variants and multiplayer setups is really annoying with the publishing system, and UI isn't exactly the most entertaining coding to do, but I've been making progress still. Hopefully I'll have a better working multiplayer with a future update, but atleast this release is setting the foundations that will lead to that.

    Anyways, here's v.0.2.0. I did a lot for this update and I definitely don't remember all of it... lol. The update is a little shakey, because a lot of features have been added but not actually finished. You'll see things like "Dodge the Seeker Drone" as a new single player option, but it hasn't actually been created, and very few of the new features will be visible unless you are playing a published multiplayer version.

    Anyways, here you go...

    Uploaded v.0.2.0

    • Added UI: Pregame menu added. Single Player Modes "Speed Trial" and "Dodge the Seeker Drone" added to menu (Neither are completely finished, but you can do speed trials still). Multiplayer modes Team Deathmatch, FFA Deathmatch, CTF, Zone Control, Juggernaut, and King of the Beacon all added (Only viewable if you are playing multiplayer...)
    • Multiplayer Functionalities: Added Game Variants Team Deathmatch, FFA Deathmatch, CTF, Zone Control, Juggernaut, King of the Beacon. Only Team Deathmatch currently works, however, and it's pretty barebone.
    • Many other various improvements...

    If somebody is looking for a project, I still wouldn't mind getting some other mappers involved with this.

    Posted in: Project Workplace
  • 0

    posted a message on Disappearing Geyser bug

    @AlexO6: Go

    That would make sense, but you can't actually place a refinery over a vespane in the editor, it won't let you.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Cliff Brush questions

    Creating the mountain in Maya may prove difficult if only because you would have to find a way to correctly register the height and legal pathing areas, which won't be easy.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Need help with regions

    I had this problem for a while as well, and the problem is that a single open parenthesis with the hyperlink is really hard to notice.

    Create an Issue Order trigger, it should look like this once it's made:

    Unit - Order (Triggering unit) to (Ability Command) (Replace Existing Orders)

    That parenthesis, the one right before "Ability Command", click it.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Rock/Paper/Scissors Attack Priority

    So the goal here is to make it so if you and the AI battle and you bring something like a group of hellions and the computer brought zerglings the computer would retreat instead of attacking, because your side countered it's side, right?

    I'd suggest looking through the AI and AI Advanced triggers. I don't know if something like this will be very easy to do, but if it does exist, it'll be in that set of triggers.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Disappearing Geyser bug

    Just tried it out in the editor for myself and its really odd how unreliable it is. The first time I placed the geyser and put the assimilator over it, the geyser disappeared. But then when I undid the changes and replaced the geyser and tried it a second time, the geyser didn't disappear... Somewhat odd bug, but it is possible to work around it.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on [Lobby/Game modes] The complete guide/reference

    @goofoffjw: Go

    Set up a game variant for single player and allow players to host it on bnet when they want to.

    Posted in: Tutorials
  • 0

    posted a message on [Info] Patch 0-1.03 Undocumented Editor Changes

    @KorvinGump: Go

    View/Show Terrain/Water.

    And the preview box is blank because its a 3d previewer and when the game was released the camera's target for the previewer doesn't target the actual unit model anymore. If you click and drag the screen it'll change where its targeted, but its still really hard to find the unit, usually.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Any progress made on turret rotation?

    I've been trying to work on this particular issue for a few days now, and its really kinda ridiculous how something this simple could be so tricky. I need to make the turret of a siege tank rotate either clockwise or counterclockwise when the player presses left or right. Sounds easy enough, but the trigger "Make Unit Face Angle" and all the variations of it actually rotate the entire unit, not just the turret. It really makes no sense... There's probably something somewhere in the actor events that can do this, but I haven't found it yet. I searched the forum for turret rotation things, and there were a few workarounds, but they seemed really sloppy and I'd rather find a simpler solution that I can work with better. Has anybody successfully done this yet?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Infested buildings?

    @Sixen: Go

    Problem with the set of infested buildings is that most of them have no physical changes from the regular buildings, they just produce different units.

    Posted in: General Chat
  • 0

    posted a message on Copyright issues on the map

    @HL2DM: Go

    Everything you create in the SC2 map editor is still Blizzard Property, so I don't think you'll have any problems.

    Posted in: Miscellaneous Development
  • 0

    posted a message on who else games with a laptop?

    @ndudz: Go

    Same sorta thing here. If I don't have it charging for more than like an hour it'll turn off, but its still "technically" a laptop. Runs SC2 on max settings full screen with no lag whatsoever while also downloading 4-5 torrents, this thing is a beast.

    Posted in: Off-Topic
  • 0

    posted a message on Release Usernames.

    When my copy of SC2 arrives in the mail I'll be MrMagoo22. I'll update this with the number when I get it... lol.

    Posted in: General Chat
  • 0

    posted a message on A Handfull of Questions......

    @Fluwm: Go

    This one caught me at first too. Up above where you specify the traits of your actions are a series of radio buttons labeled "Source" with the options "Functions, Preset, Variable, and Custom Script" (There are possibly others depending on what you are editing, but those are the four defaults). Click a different radio button to display different options.

    Also, if that caught you, then you definitely should be on the lookout for hyperlinked single open parenthesis inside of triggers in the future (They are very easy to overlook). It took me literally weeks to notice when these things appeared in a trigger, and they are very important, especially when determining targets.

    As for the fog of war, go first to your terrain editor (the default one that loads when you load the editor). From there go to Map/Map Options and in the drop down menu labelled "Unexplored Areas" change that from Fog of War to Black Mask.

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