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    posted a message on 3rd Person Camera Limitations

    Ok so it's really public knowledge that the if you look at the horizon in 3rd or 1st person the frame rate plummets through the floor. Now I've tried reducing far clip to 100 but i can still see the horizon as usual. Is this because far clip doesn't apply to the default camera or is there another cause to my problems? Other issue i'm getting is that when the unit that i'm following goes down a cliff the camera flies miles back in an attempt to not clip into the wall. The only way to get around it in real time is to lift the camera higher and then it gets closer to the unit once more. It seems whenever the camera gets close to the floor it'll fly off to prevent clipping. I've been stuck with this for a while now and i really can't get my head around it. Any advise would be appreciated but I'm wondering if all my issues are due to me using the default camera not a camera object.

    Posted in: Miscellaneous Development
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    posted a message on College Students Unite!

    Computer Systems Engineering BEng at the University of Birmingham. Oddly enough I got my qualification last week and now i'm trying to get as much time as i can to develop maps for SC2 but work is really getting in the way.

    Posted in: Off-Topic
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    posted a message on [Challenge] Make a map larger than 256*256

    Without seeing the Engines source code I can only speculate that the reason why the GE is limited to 256x256 is because it has to load an map object which holds all the details about the terrain textures, doodads, units, etc. When b0ne123 said he managed to make a map that was 512x512 before adding textures this screams at me it's a hard coded limitation with no immediate work around.

    As for scaling being long and laborious, surely some code or a trigger could be written to go through the attributes of all the everything an adjust the size accordingly without the need of having to do it by hand. That was you could decide that if you want it 1024x1024 you only need to have the value that everything is being scaled down by. Can triggers be used to adjust the scale of everything on map initialization?

    Posted in: Project Workplace
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    posted a message on Melee Attack

    @7MM3: Go

    OK, I've put it all together but it doesn't seem to work. To prevent my DT from running off like a nutter killing everything within range i've had to set the default aquire to none. Would this be disabling the trigger?

    Edit:- Managed to get it working now but the animation is still doing that weird spam thing.

    Posted in: Miscellaneous Development
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    posted a message on Melee Attack

    Hi

    I'm trying to make a trigger that will allow me to have a melee attack for a dark templar, So I need to meet the following conditions:

    if Mouse 1 is clicked && number of enemies within short distance > 0:

    • Attack unit within short distance once
    • or attack all units within short distance

    else if Mouse 1 is clicked:

    • Play attack animation

    I'd also like to have it so that you can't button bash the attack button so the dark templar isn't swinging his sword/scythe all around the shop, AKA you can click it as many times as you want but the animation will only recycle when the animation has stopped.

    Any help would be appreciated. I'm a long time coder but the syntax for the galaxy editor is really forign to me.

    Posted in: Miscellaneous Development
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