Nothing's happening, should this work during movement? NVM it doesn't work at all even standing still
Here's a pic of me looking up and its still facing 0 deg for height wise http://img411.imageshack.us/img411/945/notworking.jpg
running this every .0625 seconds
Rotate Actor to Deg
Options: Action
Return Type: (None)
Parameters
Actor = No Unit <Unit>
Roll = 0.0 <Real>
Yaw = 0.0 <Real>
Pitch = 0.0 <Real>
Player = 0 <Integer>
Grammar Text: Rotate Actor to Deg(Actor, Roll, Yaw, Pitch, Player)
Hint Text: (None)
Custom Script Code
Local Variables
Forward X = (Cos(Yaw)) <Real>
Forward Y = (Sin(Yaw)) <Real>
Forward Z = (Sin(Pitch)) <Real>
UpX = (Cos(Roll)) <Real>
UpY = (Sin(Roll)) <Real>
UpZ = (Cos(Pitch)) <Real>
Actions
Actor - Send actor message (SetRotation Forward X Forward Y Forward Z UpX UpY UpZ) to main actor of unit Actor
Time: 3 months, 2 solo, the last month was when I hit it hard and got a buddy of mine to jump on board and work on UI with me.
Special: Custom Models/ animations (very basic just barrel rolls), unique control scheme (WASD), space to boost forward or side to side if Q or E are pressed.
Not quite ready for prime time release but getting pretty close:
It plays like asteroids with a behind the ship angle. Advanced upgrade trees adjust everything from movement, health, energy regen, skills, to weapons. Money is used to buy upgrades and new ship types.
is their any way to do this to a unit while moving bc if you cant do it while moving then my whole map is flunked XD
Right now im trying to use a SetRotation actor message but it is nullified when the unit moves then when they stop they swap back to the rotations
Anyone know how to do this while moving?
i didn't see a trigger like this in the editor like how you make the screen turn a shade of red for like Call of duty health styles
ne1 know how to do this?
heres how i did mine
Press Key Down
Events
UI - Player Any Player presses Any key Down with shift Allow, control Allow, alt Allow
Local Variables
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
Or
Conditions
(Key Pressed) == W
(Key Pressed) == Up
Then
Variable - Set WisDown[(Triggering player)] = true
Player Group - Add player (Triggering player) to Movement Group
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Or
Conditions
(Key Pressed) == A
(Key Pressed) == Left
Then
Variable - Set AisDown[(Triggering player)] = true
Player Group - Add player (Triggering player) to Movement Group
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Or
Conditions
(Key Pressed) == S
(Key Pressed) == Down
Then
Variable - Set SisDown[(Triggering player)] = true
Player Group - Add player (Triggering player) to Movement Group
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Or
Conditions
(Key Pressed) == D
(Key Pressed) == Right
Then
Variable - Set DisDown[(Triggering player)] = true
Player Group - Add player (Triggering player) to Movement Group
Else
In my 3rd person view when i come near cliffs or increases in height of terrain my camera's Z increases and you cant see your unit. And turning off the Height displacement and smoothing doesn't work.. any other solutions and for those who say that those 2 fix it then could u tell me why this trigger doesn't work
Init
Events
Game - Map initialization
Local Variables
Conditions
Actions
Player Group - Pick each player in (Active Players) and do (Actions)
Actions
Camera - Turn camera height displacement Off for player (Picked player)
Camera - Turn camera height smoothing Off for player (Picked player)
Camera - Turn camera mouse rotation On for player (Picked player)
Camera - Lock camera mouse relative mode On for player (Picked player)
0
@Foolish_Fool:
Nothing's happening, should this work during movement? NVM it doesn't work at all even standing still
Here's a pic of me looking up and its still facing 0 deg for height wise
http://img411.imageshack.us/img411/945/notworking.jpg
0
Make the requirement look like this
(CountBehavior(Level,CompleteOnly) >= 15|)
and add that requirement to the button in the Command Card
0
@Eiviyn:
yes very happy couldn't say it better myself XD
0
make a button and give it a requirement for the ability for unit level to be above 15
then check for that ability use then replace unit or w/e
0
running this every .0625 seconds
Rotate Actor to Deg
Options: Action
Return Type: (None)
Parameters
Actor = No Unit <Unit>
Roll = 0.0 <Real>
Yaw = 0.0 <Real>
Pitch = 0.0 <Real>
Player = 0 <Integer>
Grammar Text: Rotate Actor to Deg(Actor, Roll, Yaw, Pitch, Player)
Hint Text: (None)
Custom Script Code
Local Variables
Forward X = (Cos(Yaw)) <Real>
Forward Y = (Sin(Yaw)) <Real>
Forward Z = (Sin(Pitch)) <Real>
UpX = (Cos(Roll)) <Real>
UpY = (Sin(Roll)) <Real>
UpZ = (Cos(Pitch)) <Real>
Actions
Actor - Send actor message (SetRotation Forward X Forward Y Forward Z UpX UpY UpZ) to main actor of unit Actor
don't know mine ain't working for rotate look
0
@crazyfingers619: Go
so there's no way to do barrel rolls and rotate look w/ triggers?
0
Do you have the custom model for barrel roll?
0
i guess you could try having a preexisting region and change it so it fits your conditions then use that for the event
Region - Add a Positive rectangle (0.0, 0.0, 1.0, 1.0) to Region
0
is their any way to do this to a unit while moving bc if you cant do it while moving then my whole map is flunked XD
Right now im trying to use a SetRotation actor message but it is nullified when the unit moves then when they stop they swap back to the rotations Anyone know how to do this while moving?
0
i didn't see a trigger like this in the editor like how you make the screen turn a shade of red for like Call of duty health styles ne1 know how to do this?
0
heres how i did mine
Press Key Down
Events
UI - Player Any Player presses Any key Down with shift Allow, control Allow, alt Allow
Local Variables
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
Or
Conditions
(Key Pressed) == W
(Key Pressed) == Up
Then
Variable - Set WisDown[(Triggering player)] = true
Player Group - Add player (Triggering player) to Movement Group
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Or
Conditions
(Key Pressed) == A
(Key Pressed) == Left
Then
Variable - Set AisDown[(Triggering player)] = true
Player Group - Add player (Triggering player) to Movement Group
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Or
Conditions
(Key Pressed) == S
(Key Pressed) == Down
Then
Variable - Set SisDown[(Triggering player)] = true
Player Group - Add player (Triggering player) to Movement Group
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Or
Conditions
(Key Pressed) == D
(Key Pressed) == Right
Then
Variable - Set DisDown[(Triggering player)] = true
Player Group - Add player (Triggering player) to Movement Group
Else
0
it was so easy to beat this before you just nuked their workers :) lol but they patched that yesterday, it was popular because games lasted 3 seconds
0
nvm found fix :)
0
In my 3rd person view when i come near cliffs or increases in height of terrain my camera's Z increases and you cant see your unit. And turning off the Height displacement and smoothing doesn't work.. any other solutions and for those who say that those 2 fix it then could u tell me why this trigger doesn't work
Init
Events
Game - Map initialization
Local Variables
Conditions
Actions
Player Group - Pick each player in (Active Players) and do (Actions)
Actions
Camera - Turn camera height displacement Off for player (Picked player)
Camera - Turn camera height smoothing Off for player (Picked player)
Camera - Turn camera mouse rotation On for player (Picked player)
Camera - Lock camera mouse relative mode On for player (Picked player)
0
what maps are you gonna play tonight, and what time? Just PM me to tell me game name is BeffyMan (BTW) Rocket Arena is back up