He may not find the upload button, but that doesn't mean that he's too dumb to make a good map.
I could give you thousands of examples there :P (no offence)
Solved,
after having difficulties finding a data way for this I did it with triggers:
PathingAIEventsUnit-AnyUnitstartsattackingLocalVariablesdistance=(Distancebetween(Positionof(Triggeringunit))and(PositionofFollowedUnit[1])) <Real>
distance_pathing = (Pathing cost for unit (Triggering unit) to point (Position of FollowedUnit[1]), considering buildings of type Include All Buildings) <Integer>
Conditions
(Owner of (Triggering unit)) == 15
((Triggering unit) has Deactivate Weapon) == False
(The line from (Position of (Triggering unit)) to (Position of FollowedUnit[1]) crosses a cliff edge.) == True
(Real(distance_pathing)) != distance
Actions
Unit - Add 1 Deactivate Weapon to (Triggering unit) from FollowedUnit[1]
Unit - Add Dummy Melee to (Triggering unit) using turret No Game Link
General - Wait 1.0 Game Time seconds
Unit - Remove Dummy Melee from (Triggering unit)
Unit - Remove 1 Deactivate Weapon from (Triggering unit)
FollowedUnit[1] is the player unit for testing purposes, seems to work VERY accurate actually :P
@Deadzergling: Go Thanks for the melee weapon idea! :)
Hey guys,
I'm working on a top down shooter at the moment and I can't figure out how to do this:
The hostile units shoot at friendly units with their weapons. When their missiles hit something on their way to the target (no pathing), they get destroyed.
Now, how do I get the hostile units to not shoot when there's something in the (direct) way between them and their target? And instead walk closer to their targets until they'd be able to hit again?
I guess it's something with disabling weapons and behaviors, but when I try to think of a solution it always feels like my brain is shutting down :D
Cliff normals:
South = 0 / 360
East = 90
North = 180
West = 270
Formula: Outgoing Angle = Incoming Angle - 2*(Incoming Angle - normal of the wall) Example: Outgoing Angle = 150 - 2*(150 - 180) = 210
(missile hits the cliff from south to north)
The incoming angle is the missile units facing angle (150° in this example).
The normal of the wall is one of those angle values at the start of my post. :)
(don't forget the diagonal values)
So far so good, but now we still need a way to get the information which cliff type the missile actually hit :P
Well after looking into the editor, to then be able to give you an answer, I got stupid too XD
But you can create a new model and select the Assets/Units/Zerg/InfestedColonist/InfestedColonist00.m3; InfestedColonist01.m3 or InfestedColonist02.m3 files. The variation thing (different variations in one model) is where I gave up :D
Seems like it's a bug actually, because everything should be fine, I tried it myself.
Dumb Solution: create a new separate parameter for each integer variable :s
0
@Anteep: Go
He may not find the upload button, but that doesn't mean that he's too dumb to make a good map.
I could give you thousands of examples there :P (no offence)
Anyway - we all were noobs a few years ago :D
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@Chrush: Go
You want to upload it to sc2mapster?
Go to Maps -> Create a new map (top right corner). You should probably make a thread for it @ forums, too.
edit: this was my 100th post ( ・ω・)
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@Terhonator: Go
Navigate to the APC model in the data editor and change the Selection Radius to the same value the siege tank has.
EDIT: seems like I was about 5 seconds too late :D
EDIT #2: seems like it was more than 5 seconds...
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Solved,
after having difficulties finding a data way for this I did it with triggers:
FollowedUnit[1] is the player unit for testing purposes, seems to work VERY accurate actually :P @Deadzergling: Go Thanks for the melee weapon idea! :)
0
Hey guys,
I'm working on a top down shooter at the moment and I can't figure out how to do this:
The hostile units shoot at friendly units with their weapons. When their missiles hit something on their way to the target (no pathing), they get destroyed.
Now, how do I get the hostile units to not shoot when there's something in the (direct) way between them and their target? And instead walk closer to their targets until they'd be able to hit again?
I guess it's something with disabling weapons and behaviors, but when I try to think of a solution it always feels like my brain is shutting down :D
Thanks :)
0
@Oparcus: Go
Wii Play Tanks....damn I guess that'd be funny in SC2 XD
Maybe there's some kind of formula to calculate those cliff normals and we're just too dumb for that.
Someone smart in here that can help? xD
0
http://www.sc2mapster.com/forums/resources/project-workplace/1403-reaper-madness-showcase-2-physics/
Atleast we know it's possible somehow (see those banelings? THEY'RE AWESOME!) :P
0
@wortmannmaps: Go
Maybe you should translate that for the english users in here since it's an english forum :)
Vielleicht solltest du das für die englischen Leute hier übersetzen, da es ja ein englisches Forum ist :)
0
Cliff normals:
South = 0 / 360
East = 90
North = 180
West = 270
Formula: Outgoing Angle = Incoming Angle - 2*(Incoming Angle - normal of the wall)
Example: Outgoing Angle = 150 - 2*(150 - 180) = 210
(missile hits the cliff from south to north)
The incoming angle is the missile units facing angle (150° in this example).
The normal of the wall is one of those angle values at the start of my post. :)
(don't forget the diagonal values)
So far so good, but now we still need a way to get the information which cliff type the missile actually hit :P
0
I think I saw something with bugsbunny in the filename somewhere... :P
0
good to know :P
0
Well after looking into the editor, to then be able to give you an answer, I got stupid too XD
But you can create a new model and select the Assets/Units/Zerg/InfestedColonist/InfestedColonist00.m3; InfestedColonist01.m3 or InfestedColonist02.m3 files. The variation thing (different variations in one model) is where I gave up :D
0
@Oparcus: Go
http://www.sc2mapster.com/forums/development/triggers/11699-perfect-wall-bouncing-system/
maybe this can help?^^
0
@nux95: Go
Seems like it's a bug actually, because everything should be fine, I tried it myself.
Dumb Solution: create a new separate parameter for each integer variable :s
0
Is the "Allow Multiple" needed?
Can't you just add more than 1 parameter without that checkbox being checked? o.o