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    posted a message on [Trigger] How to Target with Mouselook (Tracelines)
    Quote from M0rt1mer: Go

    The tutorial is nice, however the function is very inefficient. You should create a line between camera position and clicked location and simply calculate distance from this line for every unit in the general area. You would save the 100 loops. (This test the unit position in 2D, to test it's heigh, calculate distance from camera and you the same formula with Tangens you already used, just calculate constant tangens outside loops)

    pretty sure that doesn't work. My traceline calculates range, anything about 160 speed on a projectile doesn't register range.

    Posted in: Tutorials
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    posted a message on Failing at SC2

    Playing in platinum is like creating a map that is very technical.

    Posted in: General Chat
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    posted a message on Doodad coloring help

    You can do this by, selecting a doodad, hit enter. Select custom color and set it to a bright color(white tinted). After that adjust the HDR levels, the higher the more glowy.

    Here are some rocks as an example.

    Rocks

    Posted in: Miscellaneous Development
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    posted a message on Model Collision

    @rrowland: Go

    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.

    I thought this doesn't work with bnet latency?

    Posted in: Miscellaneous Development
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    posted a message on Model Collision
    Quote from xenrathe: Go

    @Ardnived:

    Specifically, no. You just need to pay very close attention to the radius data for units other area selectors / validators when checking for collision. If you do it good enough, then no one is going to be able to tell the difference.

    This doesn't work anyway when objects are moving at high speeds.

    Posted in: Miscellaneous Development
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    posted a message on Recreate mouse functionality?

    Is it possible to recreate or moddify properties of mouse functions like, highlighting, dragging, selecting, etc. If anyone could push me in the right direction I would appreciate it.

    Posted in: Miscellaneous Development
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    posted a message on Optimization Problem [Duplicate]

    When creating a new object, it depends on what you want to keep or not. If you want to keep the same model stats, you would use the default model, etc. In the end I don't think it would make much of a difference.

    Posted in: Miscellaneous Development
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    posted a message on Is it possible to...

    Recreate mouse functions, like highlighting and clicking for a custom UI? I want to tweak certain things about the mouse.

    Posted in: Miscellaneous Development
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    posted a message on Issue with Unit Enters/Leaves Range of Unit

    I've been having some issues with this event as well, currently if a unit is moving to fast it won't beable to detect it in time. So, what I did is use a point defense drone to detect a semi fast unit entering range, still the same problem. I honestly am having trouble with this. Also, I have noticed that from certain angles this event won't function.

    Posted in: Miscellaneous Development
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    posted a message on FPS with projectiles
    Quote from Czarisyn: Go

    that is awesome, are you going to share the code for the target receptacle and targeting system itself?

    Maybe when I iron out some of the critical bugs. Like I have 3 different ways of tracking projectiles. One really bad one, the most successful one, is that from certain angles for some reason my shots go invisible, like they're removed from the game. Weird thing is none of the triggers involved work with angles, so it has to do with the unit that I am firing on. Currently working on that.

    Honestly, we're all people here, sometimes you just want to see how far you get yourself sometimes. I've seen some amazing physics and other maps before this, and I was the same way. Truth is no one really cares about the person just the script itself. The projectile tracking I have in the video is extremely easy to do with aboslutely no leaks but tedious. Once I get the ball rolling, I will help out people who want this data.

    Here is my new video... w/out projectile tracking.

    Posted in: Miscellaneous Development
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    posted a message on Smoother WoSMovement

    did you say a constantly refreshing pointer? with relative mode on? Will download.

    Posted in: Miscellaneous Development
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    posted a message on FPS with projectiles

    Check out my video

    Posted in: Miscellaneous Development
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    posted a message on How do you adjust weapons, projectile speed?
    Quote from PSGMud: Go

    How do you increase the speed of the projectile on a weapon??

    ah thanks, I wasn't looking in the right place, took me awhile to find them, but thanks to you.

    Posted in: Miscellaneous Development
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    posted a message on How do you adjust weapons, projectile speed?

    How do you increase the speed of the projectile on a weapon??

    Posted in: Miscellaneous Development
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    posted a message on Weapon Projectile speed?

    How do you increase the speed of the projectile on a weapon??

    Posted in: Miscellaneous Development
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