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    posted a message on I give up with B.Net, it's an insane piece of crap.

    The beta is not ending in three days.

    We previously announced that the first phase of the StarCraft II beta test would be coming to a close in all regions on Monday, May 31. In order to prepare for the final phase of beta testing, we plan to extend the current phase in all regions until Monday, June 7. After this date, the beta test will be unavailable for several weeks while we make some hardware and software configuration changes for the final phase of the beta test and the release of the game. We plan to bring the beta test back online for a couple of weeks prior to the game’s launch to complete our testing. We’ll have more details to share about when this final phase will begin at a later date.

    I find your lack of faith disturbing.

    Posted in: General Chat
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    posted a message on Setting Item Charges

    If you are using triggers than why not have a variable for the item? Set an integer variable to the amount of charges you want the item to have and everytime you use a charge set that variable to its current value - 1 and when there are 0 charge counters left remove it from the inventory.

    Posted in: Miscellaneous Development
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    posted a message on Viking Morph Animation Via Triggers

    The animation itself works fine, it is just for some reason not in the main units animations and can not be played through that model/actor. Instead it is part of a model named Viking Morph animations. So i am looking for a way to replace a unit model to actuallly be able to play the animations.

    Posted in: Miscellaneous Development
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    posted a message on Viking Morph Animation Via Triggers

    I am trying to get the viking morph animation working in a trigger loop. The real effect i am after is the sort of Jet Boot animation that comes when switching forms which i want to use to animate a viking Jet Pack (by replaying it over and over again while the jet pack button is held in). However it seems the regular Viking Assault and the Morph version have seperate models which makes simply playing the animation on the Viking impossible. Anyone here that knows a smooth way of replacing unit model/actors? Or any other way to achieve the effect i am after.

    Posted in: Miscellaneous Development
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    posted a message on MW (Mech/Mechanica Works)

    Well i have an interest in mech and technology in general, i have plenty of design ideas if maybe not always the resources to implement them. My strong suit would be trigger work and scripting however i can do tasks in other areas. If you want to know more than send me a P.M..

    Posted in: Team Recruitment
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    posted a message on MW (Mech/Mechanica Works)

    I could join.

    Posted in: Team Recruitment
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    posted a message on Skizot's "How to Model" livestream.

    Could you model some sort of operating table? Maybe with some mechanical operating equipment attached? A sort of place where they would operate implants into marines.

    Posted in: Artist Tavern
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    posted a message on W.I.P. Strategic Shooter: L.E.G.I.O.N.

    My first concern is to get all the mechanics working, which is something that i am atleast hoping would contribute to making it stand out. I will be putting a large amount of time into making a working squad system. As in squad system i mean that you will be able to give orders to AI controlled squad members.

    Posted in: Project Workplace
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    posted a message on W.I.P. Strategic Shooter: L.E.G.I.O.N.

    I thought i might as well talk about some of the plans i have for the project i am working on. I am working on a third person shooter which at the moment has the name Legion. The files on the project that i have uploaded on this site are outdated and doesn't at all do the project justice. Anyways as i said the project will be a third person shooter, however there is a word missing in that sentence. Because it will be a third person strategic shooter.

    There is a large difference between a regular shooter and a strategic shooter. In a regular shooter it is more or less solely about accuracy and reflexes incorporiating little else. In a strategic shooter there is more depth and in my opinion a much more rich gameplay experience.

    The plans i have for the project is:

    • A fully functioning shooting system with units having multiple hitboxes each with an different impact on the gameplay (such as getting shot on the legs will slow you down and getting shot in the arm/shoulder will have an impact on your firing rate)
    • Several game modes which give different gameplay experiences (my first objective in this category would to make a squad system and deathmatch/team deathmatch modes, there will be a couple more although i have not decided which those would be yet)
    • An array of different weapons, all of them holding a seperate purpose (planned to be included are machine gun, flamer, grenade/rocket launcher and sniper)
    • A working cover system (you all know what this is right?)
    • Beautiful scenery with rich and diverse terrain (this will be one of my later concerns, mechanics > aesthetics)

    As you might realize this is something that i will not have completed for a long while. My first objective is to complete the shooting system after which i might make an video of its functions, after that i will see where i will go. If anyone has any feedback than you are welcome to post.

    Posted in: Project Workplace
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    posted a message on Creating A Region Through Points

    I am trying to create a system where I use corner points to define a region, this is so that I can check the exact unit shape in my triggers to make everything as accurate as possible. I was thinking of creating a coordinate system however one that would only use the highest and lowest XY coordinates would stop being accurate as soon as the region is leaning towards an angle. I tried to compensate this by changing the Y height requirement for the region by the same increment as the region would have but the system is very difficult to tune and doesn’t feel as the optimal solution at all.

    The information that i can use is the location of the corner points, the location of the point I want to check and also what would be the angle of the region I am trying to create.

    I am just wondering if anyone could come with suggestions for a better compensating system as any help would be appreciated.

    Posted in: Miscellaneous Development
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    posted a message on Project: L.E.G.I.O.N.

    That would be much appreciated, if anyone else would be interested in helping out either by coming with suggestions, feedback or other than you are welcome to post here.

    Posted in: Project Workplace
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    posted a message on Rotate Camera?

    You can always do an set camera object property trigger when moving where you change the camera yaw property to the current facing of your unit.

    Posted in: Miscellaneous Development
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    posted a message on Aiming Function Anomaly

    When aiming directly at a zergling standing at melee range then it will not register correctly, instead you have to aim a bit above it. I have been searching through my script several times to find the reason to why this happens. As at longer ranges it works fine.

    Heres the function call:

    if(CameraGetPitch(1) < 90) {
    gf_TracelineHealthbar(PointWithOffsetPolar(UnitGetPosition(gv_cameraFollow),(2.0 - (CameraGetPitch(1) * 0.0222))  , CameraGetYaw(1) + 180), WorldHeight(c_heightMapGround, UnitGetPosition(gv_mainUnit)) + (0.75 + (CameraGetPitch(1)) * 0.0083333333), 1);}
    else if(CameraGetPitch(1) > 270) {gf_TracelineHealthbar(PointWithOffsetPolar(UnitGetPosition(gv_cameraFollow),(2.0 - ((360.0 - CameraGetPitch(1)) * 0.0222)) , CameraGetYaw(1) + 180), WorldHeight(c_heightMapGround, UnitGetPosition(gv_mainUnit)) + (0.75 - ((360.0 - CameraGetPitch(1)) * 0.0083333333)), 1); }
    if(gv_traceline_currentTarget[1] != null) { 
    libNtve_gf_ShowHideBossBar(true, 2);
    libNtve_gf_DisplayBossBar(2, "Assets\\Textures\\ui_chatbaricons_terran_individual.dds", StringExternal("Enemy"), 120, PlayerGroupAll());
    libNtve_gf_SetBossBarBoss(2, gv_traceline_currentTarget[1], true);
    libNtve_gf_MoveBossBar(2, c_anchorTop, 0, 0); }
    if(gv_traceline_currentTarget[1] == null) {
    libNtve_gf_ShowHideBossBar(false, 2);}
    

    Heres the function:

    Traceline:

    while(lv_traceDistance < 50.0) {
        if(lv_pitch < 90){
    	  lv_traceHeight = Tan(lv_pitch) * lv_traceDistance * (-1);
        } else if(lv_pitch > 270) {
            lv_traceHeight = Tan(360 - lv_pitch) * lv_traceDistance;
        }   
        lv_tracePoint = PointWithOffsetPolar(lp_cameraPosition, lv_traceDistance, lv_yaw);
        lv_traceWorldHeight = WorldHeight(c_heightMapGround, lv_tracePoint);
        lv_traceRegion = RegionCircle(lv_tracePoint, 1.5);
        lv_closestUnit = libNtve_gf_ClosestUnitToPoint(lv_tracePoint, UnitGroup(null, 15, lv_traceRegion, UnitFilter(0, 0, (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32)) | (1 << (c_targetFilterHidden - 32))), 0));
        lv_unitRegion = RegionCircle(UnitGetPosition(lv_closestUnit), UnitGetPropertyFixed(lv_closestUnit, c_unitPropRadius, true));
        lv_unitWorldHeight = WorldHeight(c_heightMapGround, UnitGetPosition(lv_closestUnit));
        if(UnitGetType(lv_closestUnit) == "Marine") {
        gv_unitTypeMax = 0.775; 
        gv_unitTypeMin = 0.0;
        gv_headshotMax = 0.775;
        gv_headshotMin = 0.625; }
        else if(UnitGetType(lv_closestUnit) == "Zergling") {
        gv_unitTypeMax = 0.35; 
        gv_unitTypeMin = 0.0;
        gv_headshotMax = 0.0;
        gv_headshotMin = 0.0; }
        if(lv_closestUnit != null && 
        lv_closestUnit != gv_mainUnit && 
        lv_closestUnit != gv_cameraFollow && 
        RegionContainsPoint(lv_unitRegion, lv_tracePoint) && 
        lp_cameraHeight + lv_traceHeight - lv_unitWorldHeight > gv_unitTypeMin && 
        lp_cameraHeight + lv_traceHeight - lv_unitWorldHeight < gv_unitTypeMax) {
            gv_traceline_currentTarget[lp_player] = lv_closestUnit;
            gv_traceline_currentTargetPoint[lp_player] = lv_tracePoint;
            gv_traceline_currentTargetHeight[lp_player] = lp_cameraHeight + lv_traceHeight;
            if((lp_cameraHeight + lv_traceHeight - lv_unitWorldHeight > gv_headshotMin) && (lp_cameraHeight + lv_traceHeight - lv_unitWorldHeight < gv_headshotMax)) {	
            DialogControlSetVisible(libNtve_gf_ScreenImageDialogItem(1), PlayerGroupAll(), true); }
            else {DialogControlSetVisible(libNtve_gf_ScreenImageDialogItem(1), PlayerGroupAll(), false);}
            gv_unitTypeMax = 0.0; 
            gv_unitTypeMin = 0.0;
            gv_headshotMax = 0.0;
            gv_headshotMin = 0.0;
            return;
        } 
        if(lp_cameraHeight + lv_traceHeight <= lv_traceWorldHeight) {
            gv_traceline_currentTarget[lp_player] = null;
            gv_traceline_currentTargetPoint[lp_player] = lv_tracePoint;
            gv_traceline_currentTargetHeight[lp_player] = lp_cameraHeight + lv_traceHeight;
            DialogControlSetVisible(libNtve_gf_ScreenImageDialogItem(1), PlayerGroupAll(), false);
            gv_unitTypeMax = 0.0; 
            gv_unitTypeMin = 0.0;
            gv_headshotMax = 0.0;
            gv_headshotMin = 0.0;
            return;
        }
        lv_traceDistance += 0.5;
    }
    gv_traceline_currentTarget[lp_player] = null;
    gv_traceline_currentTargetPoint[lp_player] = null;
    gv_traceline_currentTargetHeight[lp_player] = 0.0;
    DialogControlSetVisible(libNtve_gf_ScreenImageDialogItem(1), PlayerGroupAll(), false);
    gv_unitTypeMax = 0.0; 
    gv_unitTypeMin = 0.0;
    gv_headshotMax = 0.0;
    gv_headshotMin = 0.0;
    

    My camera values are:

    CameraForceMouseRelative(1, true);
    CameraSetMouseRotates(1, true);
    CameraUseHeightSmoothing(1, false);
    CameraUseHeightDisplacement(1, false);
    CameraSetValue(1, c_cameraValueDistance, 2.0, 0.0, -1, 10);
    CameraSetValue(1, c_cameraValueHeightOffset, 0.75, 0.0, -1, 10);
    CameraSetValue(1, c_cameraValueFarClip, 75.0, 0.0, -1, 10);
    CameraSetValue(1, c_cameraValueNearClip, 0.3, 0.0, -1, 10);
    CameraSetValue(1, c_cameraValuePitch, 0, 0.0, -1, 10);
    CameraFollowUnitGroup(1, libNtve_gf_ConvertUnitToUnitGroup(gv_cameraFollow), true, false);
    

    The variable gv_cameraFollow is set to an invisible unit that is always located to the right of the main unit with an offset of 0.4.

    If anyone has any idea of why it doesn't work correctly at short range than please tell me.

    Posted in: Miscellaneous Development
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    posted a message on Project: L.E.G.I.O.N.

    Far away, in a deep djungle their exists an advanced terran facility, but this is not any ordinary facility, because this is where they test the newest in terran technology and weaponry. You are part of a new project codenamed L.E.G.I.O.N. which has shown much promise, but for it to be included into military practice everything has to be fully functional. You are one of the chosen to go through the final series of tests and trials to push the suit and its user to their limits. If you manage to complete them all than you will be congratulated and rewarded, if not than you will have died trying. The question put here is not about any ethnics, as such words have no meaning here, the question is; can you survive?

    I have been working on an third person shooter map named Legion for a time now, the basic idea is an multiplayer map for up to four players which supports different teams and ffa. And which in the long term will have several modes and possibly also an option to switch level. I might also add the option to combine the different modes. The mode i am working on now will be an survival defense against varied zerg waves where you will be able to either play it as a team and cooperate or play it as a FFA where it is every man for himself.

    There will ofcourse also be an simple elimination mode where it is player vs player probably with a few special features and more to come.

    This map is a very long term project as i want everything to be functioning almost flawlessly before i publish it. And even then the project is and always will be a work in progress.

    The basic mechanics are complete but some fine tuning needs to be done, a few testers would be highly appreciated.

    Everybody is welcome to post comments, questions or suggestions about the project here. If anybody would be interested in helping, either by working on modes, levels or mechanics than you are either welcome to post here or send me a P.M.

    If you are interested in testing the mechanics and getting a short glimpse of what to come than you are welcome to try the file i have attached.

    Posted in: Project Workplace
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    posted a message on Marine Vertical Aim Animation

    There is an attack superior (where the marine attacks directly up) and an attack inferior (where he aims down) animation already in game for the marine. You can play them with the play animation trigger (play animation, than use attack as first slot and superior/inferior as secound) or by going into the data editor and editing it there. Hope this helps.

    Posted in: Artist Tavern
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