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.
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.
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.
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.
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.
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.
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?
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?
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@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.
0
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.
0
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.
0
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.
0
@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.
0
Ok, thank you both.
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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?
0
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.
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@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.
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@Mozared: Go
Tried the texuvset command but the problem persists.
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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.
0
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?
0
@Someguy3141: Go
Just a quick thought, have a look at the Interceptor unit. They change direction really fast.
0
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.