A possible solution would to create a simple traceline between the balls current position and where it would go next and check each point to see if there will be a collision or not. This should work even at high speeds.
Are you sure the camera object property farclip is getting actually getting changed? Use the action apply camera object property, then choose farclip as the property and set the value to around 50-75. This will greatly reduce any lag but will make the sky box invisible, this can be solved by having the actual skybox model follow the unit around.
You might want to check out some of the tutorials that exist, and if there are complications that you can't solve than you can ask in the corresponding development forum. Good luck on your project.
The T.O.N.A.T. projects objective was originally to construct a power suit for Ghosts that had shown exceptional promise, but testing showed that the exceptionally strong currents had a nasty habit of arcing back into the wearer causing them to die instantly, despite any possible protective insulation. The suit that had been developed so far was than refitted onto a modified Adjutant class cyborg. Testing went well and with a circuit protection system any currents arcing into the body that could result in a potential overload of the circuits would be distributed in such a way that the systems would come out unscathed, consecutive direct shocks on outer system however still causes malfunction. Results showed the system to be exceptionally powerful, capable of utterly frying any electric circuits that weren’t protected in seconds. With test subjects became quickly scarce and their destruction giving indecisive results, testing on any new AI and weapon systems for the cyborg would have to be done on similar cyborgs.
The map will be a third person shooter, with each player controlling a cyborg that is equipped with powerful electric weaponry.
Player can choose two abilities each, a primary and a secondary. Any ability can be chosen for each slot and also be shot at the same time but the secondary ability has a decreased effect.
There is at the moment four planned abilities:
Electric Arc: A channelled electric current to the target dealing damage over time.
Ball Lightning: A strong electric charge in the shape of a sphere, it detonates after a distance dealing area damage.
Discharge: A Short range disable by sending a sudden spike of high voltage low amp electricity in the targets system.
Defence Matrix: A shield of electromagnetic energy, protects against attacks but drains energy rapidly.
All actions except regular melee and walking require energy of varying amounts; Energy generates shortly over time but can also be restored by walking into a generator and charging up.
The default mode will be a free for all deathmatch but their will also be a team mode uploaded for playing with friends. The free for all versions is only planned to hold a deathmatch mode but the team play version will also have an objective style mode.
The release will be aimed at somewhere at the end of the year, when hopefully the key pressed events will have been improved. Closed Alpha and Beta testing will of course be performed before that.
My current goal is to complete the model that will be used for the project.
This thread will be for updates, suggestions and feedback.
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These are awesome patch notes, can't wait for them to come live in Europe.
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@HellGateSc2: Go
A possible solution would to create a simple traceline between the balls current position and where it would go next and check each point to see if there will be a collision or not. This should work even at high speeds.
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This was newsed a good while back on the main page.
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Now I have found all of the marines on the pictures posted so far.
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I think turning both of the camera height options off through triggers would do the trick.
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I am either going to play as a demon hunter or a wizard.
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Not really the answer to his question.
@Spiritgod: Go
Are you sure the camera object property farclip is getting actually getting changed? Use the action apply camera object property, then choose farclip as the property and set the value to around 50-75. This will greatly reduce any lag but will make the sky box invisible, this can be solved by having the actual skybox model follow the unit around.
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@rrowland: Go
And drones and larva.
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@progammer: Go
In original Starcraft you can still rally workers to places, auto mining just doesn't work. I think the rally ability would need to be modified.
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@DJackson555: Go
You might want to check out some of the tutorials that exist, and if there are complications that you can't solve than you can ask in the corresponding development forum. Good luck on your project.
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@DisAs7ro: Go
Tonat is the Latin word for thunder. I still haven't chosen what the abbreviation should be though.
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@D1000: Go
Attention passengers, the local time... doesn't matter, since you'll all be dead soon anyway. (Medivac)
What would you say if Jim Raynor was actually Chuck Norris?
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@38dedo: Go
Slow down, where's the fire? (Firebat)
My turn:
What would you say if I asked you out?
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@tigerija: Go
Release will be after Blizzard reduces key input lag to an tolerable amount (soonest at the end of the year).
Basic game type will be arena style although I have not decided on what exactly the objectives will be yet.
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First a little background story:
The T.O.N.A.T. projects objective was originally to construct a power suit for Ghosts that had shown exceptional promise, but testing showed that the exceptionally strong currents had a nasty habit of arcing back into the wearer causing them to die instantly, despite any possible protective insulation. The suit that had been developed so far was than refitted onto a modified Adjutant class cyborg. Testing went well and with a circuit protection system any currents arcing into the body that could result in a potential overload of the circuits would be distributed in such a way that the systems would come out unscathed, consecutive direct shocks on outer system however still causes malfunction. Results showed the system to be exceptionally powerful, capable of utterly frying any electric circuits that weren’t protected in seconds. With test subjects became quickly scarce and their destruction giving indecisive results, testing on any new AI and weapon systems for the cyborg would have to be done on similar cyborgs.
The map will be a third person shooter, with each player controlling a cyborg that is equipped with powerful electric weaponry.
Player can choose two abilities each, a primary and a secondary. Any ability can be chosen for each slot and also be shot at the same time but the secondary ability has a decreased effect.
There is at the moment four planned abilities:
Electric Arc: A channelled electric current to the target dealing damage over time.
Ball Lightning: A strong electric charge in the shape of a sphere, it detonates after a distance dealing area damage.
Discharge: A Short range disable by sending a sudden spike of high voltage low amp electricity in the targets system.
Defence Matrix: A shield of electromagnetic energy, protects against attacks but drains energy rapidly.
All actions except regular melee and walking require energy of varying amounts; Energy generates shortly over time but can also be restored by walking into a generator and charging up.
The default mode will be a free for all deathmatch but their will also be a team mode uploaded for playing with friends. The free for all versions is only planned to hold a deathmatch mode but the team play version will also have an objective style mode.
The release will be aimed at somewhere at the end of the year, when hopefully the key pressed events will have been improved. Closed Alpha and Beta testing will of course be performed before that.
My current goal is to complete the model that will be used for the project.
This thread will be for updates, suggestions and feedback.