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    posted a message on Unit Behavior and Movement

    I'm working on a map right now where there are units that chase a controlled hero, and each of the units behaves in a different way when it moves. So far I have one unit made and am stuck on the second. I have stalkers that will blink away from bullets when shot at, and then continue to chase when not.

    The second unit I need to make is one that when shot, explodes into 3 smaller units (which I'm not having particular trouble with), and then those 3 smaller units need to move in a circular motion, orbiting around the other smaller units that have spawned.

    Another unit that I foresee having issue with is called the gravity well. It is meant to be stationary, and suck in units, which I imagine I can find from the vortex effect. However, it is also meant to distort missiles shot at it. So the missiles need to move AROUND the black hole without going into it or hitting it, curving around the vortex itself.

    Any ideas or arrows pointing in the right direction would be much appreciated.

    TL;DR How do I make units orbit other units?

    Posted in: Data
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    posted a message on How to hide the minimap?

    @Pinworm45: Go

    I don't think Show/Hide UI Frame works for just the minimap.

    Unless there is a UI Frame type that I don't know about, or a way to get the minimap as a UI frame type.

    Also, when you remove the entire game UI - like OP said, you lose ability hotkeys and the wireframe for selected units, etc etc.

    Theoretically I guess you could take out the entire game UI, and then put in some dialog modals at the bottom that acted as the wireframe for units selected and their abilities.

    That said, it would be so much work your fingers would be bleeding by the end of it.

    Posted in: Miscellaneous Development
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    posted a message on How to hide the minimap?

    You might want to try creating an image on the screen. I think this can be found under the Dialog category. If you create a black box, maybe you can fit it over the minimap. Who knows.

    People do, however, have different sizes for their UI.

    I'm running into a similar problem where I'd like to hide the minimap.

    There is also a .tga called minimap or something. I'll bet if you found a way to change that you'd be golden.

    Edit: If it helps...

    Dialog - Display Screen Image(1, Assets\Textures\black.dds, Normal, 300, 280, Bottom Left, 32, 24)

    covered the minimap for me pretty good. Not sure if it will work for every player though. Probably effected by screen resolution.

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

    @PSGMud: Go

    It doesn't work any less than any other method. The lag just makes FPS games in general unplayable.

    Why would lag from bnet make an fps unplayable? My ping to bnet is around 90-100ms.

    Are you talking about processing time? Is your traceline function intensive? I'm interested in writing a traceline myself.

    If you really need help doing a traceline function then I'm not sure if you're taking on the proper project. Nevertheless, I will post my results when I have them.

    Posted in: Miscellaneous Development
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    posted a message on Terrain manipulation. Ramps.

    I think my main problem is setting it up after the game has started. Also, I have looked into terrain deformation but not very in-depth.

    I'll give it a go and report back.

    Posted in: Miscellaneous Development
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    posted a message on Terrain manipulation. Ramps.

    Is it possible to add a ramp halfway though the game? Not the sloped terrain, an actual ramp leading up a cliff.

    I'd like to create a ramp that is made of unit corpses, but I don't know how possible my task is.

    Any advice/direction would be greatly appreciated.

    Posted in: Miscellaneous Development
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