• 0

    posted a message on Detailed Earth

    There is nothing wrong with hand-crafting something with perfection! I myself am overly meticulous, so I know what it's like spending many hours on diminishing returns. Anyway, your map looks pretty good to me.

    If I'm to offer one critique though — I'd say that Asia seems to be stretched too high on the northern part. Looking at your side by side real map and your map pictures, it looks like Alaska should be on roughly the same latitude as... well, the "Alaska" on Asia's side.

    Posted in: Terrain
  • 0

    posted a message on Conditions: comparing a unit's Y position against anothers

    @progammer: Go

    Thank you, this is what I was looking for.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Conditions: comparing a unit's Y position against anothers

    I'm trying to have a condition check to see if an enemy has entered the same Y plane (line) as my unit.  This is part of a set of triggers I'm writing, so data editor isn't really applicable.  Basically I want it so when a unit enters the same plane, that unit will change it's course.  I was hoping to be able to compare their Y coordinates in a condition, but of course it's never that simple.  I can compare "Position of Unit", but I'm not sure what good that does.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Detecting a missile entering a region?

    @ezbeats: Go

    Thank you, wow, it's amazing how long it took me to do such a simple thing because I never would have thought to use conditions. I was always wanting to determine if my specific missile was entering a region, which the trigger editor retarded won't allow. So instead I have to make it "any unit" which is very counter-intuitive.

    And yeah, I am always curious of better ways to do things, but this is the main one I thought of. I wanted to detected when a missile went off the edge of the screen, because this is when I allow my ship to fire another one. The screen edges are already bounded by regions. It's not as simple as using periods or anything like that either, because the closer you get to the screen, the faster you should be able to fire the missiles, and it works now!

    Edit: Oh this is great, now knowing that I can use this Unit Type condition I can check when my missiles are dying too. I was stuck on this forever, and now it's so easy.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Detecting a missile entering a region?

    @caspersc: Go

    Because I can't select a unit that does not exist yet to be a part of an event. The missile is dynamically created during play time by a key press and can't be selected from a values list when defining an event...

    Posted in: Miscellaneous Development
  • 0

    posted a message on Detecting a missile entering a region?

    My missile is a data editor object with only a trigger to activate the launch effect.  I'd like to know when my missile enters a region, so I can kill it and set some variables among other things.  I figured I could try to store the missile to a variable or something by using "last united created" since part of the missile is indeed a unit of projectile type, but it doesn't seem to detect that.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Contest] Wallpaper - Vote 2/3

    @vjeux: Go

    Ah Okay, I just wasn't sure if the voting was working properly, but that makes sense.

    Posted in: Project Workplace
  • 0

    posted a message on [Contest] Wallpaper - Vote 2/3

    Is there a reason I can vote for multiple wallapapers? Counted the numbers beforehand and all three votes did go through...

    Posted in: Project Workplace
  • 0

    posted a message on [Contest] Wallpaper - Vote 1/3

    @ApolloStarcaft: Go

    Yeah, I was confused too. On my screen, at least, they were checkbox and not radio buttons, so I assumed we were supposed to vote for more than one. I had no idea how many, so I just voted for 3, and I figured it would deny me if I was only meant to vote for 1, but hey it just accepted it as far as I can tell.

    I can hardly even tell how many votes each wallpaper has. The percentages add to 164.6%...

    Posted in: Project Workplace
  • 0

    posted a message on [Contest] Wallpaper - Vote 1/3

    I was confused by how many I could vote for here, so I just checked 3 and voted...

    Posted in: Project Workplace
  • 0

    posted a message on Unit enters region - simple question

    @Moooyaah: Go

    Insta-kill death aura? Yeah, that was actually what I was going to do if I couldn't figure this out. Thought regions would be easier overall because I could quickly manipulate region size depending on the unit I'm attached it to, effectively and quickly changing its collision size. If it isn't obvious, the collision I'm getting at is simple "good guy running into bad guys means you die".

    But I'll take a look at your tutorial. From what I read here, it sounds like an interesting work around. I hadn't realized yet that you can add regions to others through triggers, but it doesn't surprise me. I'm not sure if I'll be able to singly attach one part of a region to a unit though, and one that moves at that.

    Do you have a link for any of these "death aura" tutorials? I could figure it out on my own from Bifuu's speed aura tutorial if there aren't any.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Unit enters region - simple question

    Hmm. Still would like to figure this one out. It's basically a way of doing collision detection. Though I'll probably try to find a way to do it in the data editor.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Dusty Dunes Desert

    @PhantomTap: Go

    From what little I see here, your map looks pretty good.

    Posted in: Project Workplace
  • 0

    posted a message on What causes a missile to "die"?

    @UmbraLamina: Go

    Thanks for the response. Yeah, I was hoping to find and manipulate that "behind the scenes" aspect of missiles. I'll have to try messing with the impact radius.

    As you mention, I had also considered the Mutalisk Glaive method: creating new missiles at the location of the previous one. I'm not entirely sure what you are referring to with ballistics/guidance/throw/etc. Is there an example of units in SCII with these projectile types?

    In any case, my laser would be very simple. It would be going 0 degrees to the right, hit an enemy and pass through continuing at 0 degrees. No need for complicated vectors. As I said, I had considered creating a "new" laser at the spot in a way that it appears seamless with the original, but was just hoping it might be easier by disabling the death of the first laser entirely. In any case, now I need to find the exact way to the the former.

    @tordecybombo: Go

    Not entirely sure about this, but from looking at the Terran Missile Turrent (structure) a little, it probably has something to do with an attack of type "channeling" (dead caster can no longer cast, interrupting and breaking the attack/spell)

    Posted in: Miscellaneous Development
  • 0

    posted a message on What causes a missile to "die"?

    Looking at the Terran Missile Turrent and all aspects of its missile weapon, I'm having trouble figuring out what exactly causes the missile to cease to exist upon impact.

    I ask because I already have some missile weapons that work fine, but I now want to make a laser weapon based off of these, except the laser should pass through enemies instead of disappearing upon impact. Otherwise I'm going to have to work from scratch.

    Any thoughts?

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.