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    posted a message on Dialog Hover Detection

    Is it possible to detect when someone hovers over a Dialog Item? If so, how? I haven't been able to find any events that do that.

    Posted in: Miscellaneous Development
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    posted a message on Icon image paths as variables?

    No you should use the "File" variable type.

    When setting up the variable set the first drop down menu to File (Its near the top), thats will make the second drop down menu available, set that one to image.

    Its much better than strings

    Posted in: Miscellaneous Development
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    posted a message on Model Collision

    I could probably work it out myself given a lot of time and effort, but it would be a hell of a lot easier to learn it from someone else's triggers.

    In anycase I will always need help with a traceline function until I have actually tried it, wont I? :P

    Posted in: Miscellaneous Development
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    posted a message on FPS/3rdPS shooting trigger

    I asked a similar question, and got an answer.

    Perhaps you will find help in that topic;
    http://forums.sc2mapster.com/development/map-development/1384-model-collision/

    Posted in: Miscellaneous Development
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    posted a message on Model Collision

    @PSGMud: Go

    My map is single player so it wouldn't matter, well at least for the time being, I am setting it up to allow me to add 2 player coop.

    _ _ _

    Quote from rrowland: Go

    @Ardnived: Go

    You need a traceline function to detect which units/buildings/terrain the player is aiming at using mouselook. Take the player's camera vaules: Yaw and Pitch. Use those angles to draw a line from the camera's height and position, along the direction the player is facing. Take small steps down the line in increments until it intersects a unit, building or terrain.

    To detect collision with a unit, attach a region to the point in the traceline and get all units inside the region. If the unit count is >1, create a region with the radius of the unit (or your own custom value, which can be more accurate) and attach it to the unit. If the traceline intersects the region, you know that you hit the unit on the XY plane. To check the Z plane (height) you'll need to either specify a custom height for each unit (The most precise) or take the easy approach and just use the unit's radius as a baseline. Using the radius won't work very well on odd-shaped units like colossi or tanks. For flying units, you'll have to specify a Z offset as well. For instance, a muta flies 3.75 units above the c_heightMapAir heightmap.

    Detecting collision with terrain is much easier. At each step, simply check if that point in the traceline is below the WorldHeight() at that point. If it is, then the shot collided with terrain and you can spawn the appropriate effects at that point.

    This doesn't apply only to shooting. Any form of aiming will require a traceline. For instance, in Reaper Madness an enemy bar pops up when your crosshair is over another unit. This requires a traceline.

    Great I was doubtful I would be able to do this. :D

    One thing I don't quite understand is what do you mean by use the radius as a baseline?

    Do you think you could give me a copy of Reaper Madness so I can take a look at how you set up that trigger? Or even just copy paste the trigger here.

    Also, I watched your video of Reaper Madness, and the damage you were inflicting changed, was that an ability or have you worked out some kind of location damage?

    _ _ _

    @xenrathe: Go

    Hmm attachment point Z, that would be very useful, you could even get location damage.

    I just set up a camera and told it to follow the unit, it is pretty smooth except when you are zoomed in quite close, I am using a distance of 2, which waves a bit when walking but seems fine, anything closer gets jerky. In my experience.

    Posted in: Miscellaneous Development
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    posted a message on Disabling Mouse Wheel Zoom

    Yep I found it in there, Zoom levels, thanks a lot :D

    Could you make a second camera (As in the objects in the Data Editor) and switch to it in game using triggers? Because that would be useful for the indoor portions in my map. :)

    Posted in: Miscellaneous Development
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    posted a message on Disabling Mouse Wheel Zoom

    Unfortunately that function also disables mouselook :(, which I am using for this map.

    Posted in: Miscellaneous Development
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    posted a message on Model Collision

    Well I don't think that would work so well for my purposes.

    What I am trying to set up is third person aiming with mouse look, which means that you can aim above and below. But if the bullet passes overhead of a unit it would still register it as hitting, which is not good. :(

    Aside from that I am also hoping to rig something up so that you can interact with objects by aiming and right-clicking on them, which that might work for.

    --

    Okay does anyone know what this is though: In the Data Editor, under actors, for the field Model Flags, there is an option called "Allow Hit Test". Does anyone know what that does?

    Posted in: Miscellaneous Development
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    posted a message on Disabling Mouse Wheel Zoom

    By default when you scroll the mouse wheel in and out it zooms the camera in and out.

    My problem is that I am using a 3rd person view and if you push the wheel forward the whole thing gets set to an RTS view (Though it still follows your hero and such). So is anyone aware of a way to disable this.

    It would also be good if I could replace it with my own zooming function (So I can apply limits and behaviour to it), but so far I have seen no GUI Functions that relate to the mouse wheel. If necessary I will use the arrow keys though.

    Posted in: Miscellaneous Development
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    posted a message on Model Collision

    Is it possible through any means, GUI, Code, Data Editor, or whatever, to detect when one model collides with the other, not when pathing collides, but when the physical models actually collide.

    Posted in: Miscellaneous Development
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    posted a message on Cliff Edges and the Camera

    I am having a somewhat similar problem, with a third person hero. Whenever you move near a cliff, the camera raises up, and you can't see your hero. :(

    Hopefully if someone finds a solution to yours it can help me too :)

    Posted in: Miscellaneous Development
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    posted a message on Halos

    Hmm, someone gave me the same solution on the Hive, I tried out the Halo Start/Stop, but I haven't seen Glow before, so I will look into that.

    Unfortunately I can't use Halos though because it relies on some higher graphics settings.

    Posted in: Miscellaneous Development
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    posted a message on Starcraft 2 Release Date Confirmed Today

    Lack of options.

    I vote for "I'm glad for the wait, better game." :)

    Posted in: General Chat
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    posted a message on Halos

    When I was looking at some models in the Previewer, I was trying out some of the different adjustments you can make for viewing the units, like Team Colour, and Cloaking, and I saw one which is called Halo.

    It puts a glowing white outline around the unit.

    Anyways, I was hoping that I could make halos appear around units in game, as I have great need of something of that sort, so far I have been unable to find any triggers or other methods that refer to it.

    Does anyone know if this can be done? And how?

    Posted in: Miscellaneous Development
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    posted a message on [Data] Data Editor Fields

    @Statcomm: Go

    Go ahead :)

    But keep in mind, for now at least it is not all accurate. I have added a notification for those that I am not very sure of.


    I have finished up the ability fields, though I am told there are a number of other ones for different ability types, I will not be adding them now, unless someone gives me a list of them.

    I am going to move onto Effects (Since Paul asked for that), and hopefully come back to abilities later


    Added Effects to the series, Behaviours are next.

    Posted in: Tutorials
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