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    posted a message on Units behave as squads

    Kanaru solved your problem :P

    So with actors, it will be that :

    • Making a new unit. He has 5 HP.
    • Making 1 Operation Site Actor : Offset. Change the offset X,Y by 1,1.
    • Making 1 Operation Site Actor : Offset. Change the offset X,Y by 2,2.
    • Making 1 Operation Site Actor : Offset. Change the offset X,Y by -1,-1.
    • Making 1 Operation Site Actor : Offset. Change the offset X,Y by -2, -2.
    • (These last 4 actors will be used by all "squad" units).
    • Making 1 Actor with the model of Marine. In field "Site Operations", add the first OSA (1,1).
    • Making 1 Actor with the model of Marine. In field "Site Operations", add the first OSA (2,2).
    • Making 1 Actor with the model of Marine. In field "Site Operations", add the first OSA (-1,-1).
    • Making 1 Actor with the model of Marine. In field "Site Operations", add the first OSA (-2,-2).

    After that, in triggers :

    • Code new trigger to detect when unit's life is lesser than 4. Send a message to Actor 1 -> Destroy (Not Immediate).
    • Code new trigger to detect when unit's life is lesser than 3. Send a message to Actor 2 -> Destroy (Not Immediate).
    • Code new trigger to detect when unit's life is lesser than 2. Send a message to Actor 3 -> Destroy (Not Immediate).
    • Code new trigger to detect when unit's life is lesser than 1 (die !). Send a message to Actor 4 -> Destroy (Not Immediate).

    With a good triggering, these 4 triggers will be same for each squad unit.

    It's a way, but the first way you choose (Triggering) is good also. I will finish my school test tomorrow (i'm in GWT+1) and try squads units.

    Posted in: Miscellaneous Development
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    posted a message on Units behave as squads

    @Wertoret: Go

    The use of actors cannot resolve your problem ?

    One unit, but 5 marines are shown by unit. You can split your unit by 5 actors, and control these actors with events.

    Posted in: Miscellaneous Development
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    posted a message on Virtua SC2 Racing

    @Ash4meD: Go

    It's true and false.

    The Starcraft pathing movement always orders the car to go in this location, and dodges obstacles. But the physical engine changes the behaviour of your car, and his trajectory.

    Testing the engine of HagggisNZ allow you to have a good idea of playability of this game.

    By hiding command pannel, i cannot access to the command buttons keys. If i can add controls keys, i'll go to make that, but for the moment, it seems to be impossible without big latency problems (making car driving impossible).

    Without jumps and "mario-kart" items, the game can be boring if you find all perfect points to have a very good trajectory... And find these "perfect efficient points" is very hard. Spamming the right click on your mouse isn't the best option to make you the first :]

    Posted in: Project Workplace
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    posted a message on Making a hero gain abilities upon leveling up

    @nrpXX137: Go

    Go to Prerequisties window.

    Prerequisties window (Yes, it's in french, sorry :P)

    Create a new prerequisty node. Select this and search "Is Superior or Equal" on the combobox. In the tooltip box insert what you want the user see. For example "Level 3+ needed." Create new prerequisty node inside the last node. Search what you want to count on the combobox. Create new prerequisty node inside the first node. Search "Integer" and tape "3".

    Create nodes on the "Use" folder allow the user to see the ability, but cannot be used. Create nodes on the "Show" folder disallow the user to see the ability before it's available.

    Posted in: Data
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    posted a message on Virtua SC2 Racing

    @Hookah604: Go

    Due to latency problems, it's not possible to control the car with arrows keys. The only way to control the vehicule is the mouse. Notes about that : if you don't order new movements, the vehicule continues to move, and increase his speed. To become speedy, you must do skids (to win boost) and order a few movements in good places to increase your speed.

    Speed information :

    • At move order, maximum speed is 300
    • Without move order, maximum speed is 350
    • While Boost, maximum speed is 400

    These speed informations are influenced by the type of vehicule used.

    NOTE: I'm going to make changes on the Mod. It will be available on EU servers this monday.

    Posted in: Project Workplace
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    posted a message on Virtua SC2 Racing

    Hi!

    I'm adding the jump and power-up system. Thanks for ideas ^^

    @peonPowa It's not published yet, and i'm on EU servers :)

    This track (on the video) is not good for me for one reason : too dense. The large of the path is too short. This track will be used for beta versions. In fact, the engine is coded with this track. Triggers and objects are on a mod. Making a new track using this engine is very easy, for me or others users. By the way, this track will be only available on this beta version. Maybe revamped after release.

    A beta version will be appear on EU servers last week (tue/wed), including jumps and power-ups.

    Note about cars : There is 3 vehicules.

    • Car : well balanced. Good skid, good speed.
    • Bike : For beginners. Skidding is less efficient than Cars or Quads, but the gameplay is easier.
    • Quad : For pros. Skidding is more efficient than Bikes or Cars, and the gameplay is harder. These vehicules will be selected on lobby.

    About several types of variants gameplay :

    • Death AI : All AI begins the game on last positions. If a player is overtaken by an AI, he loses.
    • Survival : Infinite laps. If you crashes your vehicule, you loose.
    • Simulation : No power-ups.
    • Championship : Saved championship is continued.
    Posted in: Project Workplace
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    posted a message on Virtua SC2 Racing

    Based on HaggisNZ physical engine.

    Embed Removed: https://www.youtube.com/v/LCFCpICJ3TI?fs=1
    Posted in: Project Workplace
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    posted a message on Sc2 - Basic Driving System

    @HaggisNZ: Go

    Very impressive.

    Imagine now you add this system to a mod. Let's go create a "Race Mod". Well.... When the next driving championship will be occur ?

    Posted in: General Chat
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    posted a message on [HELP] cant publish map cuz of bugged name

    @evil0z: Go

    The publishing system is annoying, boring...

    For your problem, delete all Player Properties (you can define colors and controllers, nothing else). For the specification race, you will edit the Game Variants to force players to play on the race you want they play.

    There is some tutorials about Game Variants on this forum, check this :)

    Good luck !

    Posted in: Miscellaneous Development
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    posted a message on [Video, Data] WC3 Shop Emulation

    @Jinxxx123: Go

    Oh My God.

    Jinxxx you are god. Sure, sure.

    Thanks ! It's work now, i have an invocation building near the item shop. I don't think about the shop want to sell the item to the building -_-'

    Another question : in this post they were talking about "Pawnable" flag. I cannot see "Pawnable" flag on my objects.

    Posted in: Tutorials
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    posted a message on [Video, Data] WC3 Shop Emulation

    @WaterMolecule: Go

    Exactly the same problem.

    But it's perhaps linked with another problem : i have 2 shops in my game. When you buy an item on the first shop, and try to buy another item on the second shop, the item of the second hop appears next to the shop, not in my inventory.

    Any ideas ?

    Edit: Yeah, /bump Edit2 : Corrections

    Posted in: Tutorials
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    posted a message on Inventories and item stacks/stacking?

    @greythepirate: Go

    For interested people, founded :

    When you add a number of charges, you will add a name to the "Link" properties on the item. Use this name to manage charges of your item.

    This trigger is functionnal (localisation from french) :

    Inventory - Hero acquires
        Events
            Unit - Any unit gains Any object
        Local variables
            Compte = 0.0 <Real>
        Conditions
        Actions
            Unit Group - Choose each unit in (All transported elements by (Triggering Unit) and do (actions)
                Actions
                    Main - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Unit-type of (Unit chosen)) == (Unit-type of (Triggering Inventory Object))
                            (Unit chosen) != (Triggering Inventory Object)
                        Then
                            Variable - Set Compte = (100.0 - (Used charges for charge "Item/HealBlock" for Unit (Triggering Inventory Object)))
                            Unit - Add (0.0 - Compte) used charges for charge "Item/HealBlock" for Unit (Unit chosen)
                            Unit - Remove (Triggering Inventory Object) of the game.
                        Else
    

    In this code, "100" is the maximum of charges available for all items on my map. If you have many "maximum charges", you must to manage each case separatly.

    Posted in: Miscellaneous Development
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    posted a message on Wait Error

    When a unit dies, the trash delete all references of this unit.

    If you want to create another unit on the position of the dying unit, you must to save the position of the dying unit on a variable before the wait action. The dyign unit will be deleted, but not this position.

    Seems that :

    • Set VarA to Position of (Dying Unit).
    • Wait 5 seconds.
    • Create 1 unit [...] on position VarA.
    Posted in: Miscellaneous Development
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