• 0

    posted a message on Building placement grid fidelity

    @ImperialGood: Go

    It's not going to be a map where players will be constantly building, so the lag will be acceptable. It absolutely is necessary... because it's possible.

    Edit: I found a mod a while back that makes it possible to create local actors that only exist/display for a given player. If I use that method, perhaps it may bypass the need to synchronize the cursor position.

    Posted in: Data
  • 0

    posted a message on Building placement grid fidelity

    I'd have to create a temporary grid overlay actor that moves with the cursor but in square intervals, also check the ground beneath at all squares the grid overlay is on, change any cells in the grid to red or green (that could be done with sending animation messages to the grid model). There would be the building placement actor as well, which could lock onto the grid overlay actor. So it's a bit of a messy procedure, but it should be possible.

    Posted in: Data
  • 0

    posted a message on Building placement grid fidelity

    I guess I'm better off making the building be place like a unit rather than as a building, so it's not even tied to the built in grid system. and who knows, maybe with triggers I could create a simulated grid.

    Posted in: Data
  • 0

    posted a message on Building placement grid fidelity

    Is there a way to alter the Building placement grid fidelity globally? For example to allow the terran supply depot to be placed on a 4x4 grid rather than 2x2 and remain the same scale. I know about the building foot prints, but they are still subject to the global building grid.

    Posted in: Data
  • 0

    posted a message on Intercept attack turret turning event

    @MaskedImposter: Go

    I'd like to be able to check the turret's facing angle, either as the value changes, or periodically, and send animation messages to the actor.

    Posted in: Data
  • 0

    posted a message on Testing map from lobby

    Ok, thank you both.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Intercept attack turret turning event

    What would be the best way to intercept the act of a turret turning? Like a Siege Tank turret.

    Would this have to be done via some periodic trigger?

    Posted in: Data
  • 0

    posted a message on Testing map from lobby

    What is the best way to test the map right from the lobby without making the map publicly playable? I'd like to see how the lobby screen looks and feels.

    Thanks.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Texture sections turn low res (bug?)

    @ImperialGood: Go

    (P.S. I have the texture settings to Ultra) If you download the images and swap them quickly in a viewer you will notice the difference.

    Normal looking Low res after zoom out Section returns to normal after texture click

    Posted in: Terrain
  • 0

    posted a message on Texture sections turn low res (bug?)

    @Mozared: Go

    Tried the texuvset command but the problem persists.

    Posted in: Terrain
  • 0

    posted a message on Where are the Immortal walking actor messages?

    Thanks guys.

    It seems the game engine automatically looks for the Walk[A,B,C...] category of animations for non turn-able units.

    I found the turret actors, but I have to say it was confusing that they are not separate models as well. You're right Photolos, The attachment point "TurretZ" designates the portion of the model that is the turret.

    Posted in: Data
  • 0

    posted a message on Texture sections turn low res (bug?)

    Note: this could be a graphics card software/hardware issue (I'm using an ATI card).

    Very often I will have sections (large square areas) of the terrain display a low-res version of the texture. This happens depending on where I pan the camera or how far I zoom out. When I am in the editor and edit the terrain geometry or textures, the texture quality will return to high-res within the section it's in. This texture state will persist if I launch the game, which is really frustrating, it seems to be saved with the map data.

    Has anyone else noticed this and is there a way to fix it?

    Posted in: Terrain
  • 0

    posted a message on [Data][Pathing/Movement] Getting flying units to move like zerglings?

    @Someguy3141: Go

    Just a quick thought, have a look at the Interceptor unit. They change direction really fast.

    Posted in: Data
  • 0

    posted a message on Where are the Immortal walking actor messages?

    I am analyzing the Immortal unit and trying to figure out how to break down the various components. The walking animation messages and turret functionality are very interesting to me but I'm getting the feeling these components may have been hard-coded.

    Has anyone been able to pin-point where these things are coded and can they be replicated on a unit made from scratch?

    Thanks in advance.

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