in a map, im trying to make it, say if ive selected or clicked a zealot, that a shaded box/circle/line/square (anything), appears locally for just that player? almost like when you can set rally points how other players cant see them, and how to draw basic shapes? it doesnt have to be 'ground level' it could just be 'head level' and not have deform with terrain if anyone has any ideas???????
ive been searching through the galaxy natives for a hint as to what i may need to do, but most of it seems coded with dialogs and stuff.
what im thinking is if i imported an image, say a circle, or a cone, or a line, is there a way to attach it to a unit and only show it locally for a player (ie the one that clicks it, i dont need help with that, just the function/command that calls an image, attaches in to a unit/point etc... and only shows it for a set player (locally).
??? even if i could get this working with a built in image, i can import my own or edit the built in one to work for my omportede, i dont think thats an issue i cant work out my own, just attaching it to a part of the map locally....
so instead of the gauss rifle you want it to do the sniper ability? but without clicking, you want it to auto / find / locate attack????
if im udnerstanding you then all youd need to do is change the action actor, with weapon attachment query+ from the marine attack launch to the ghost snipe effect, and itll give it that long white line, then add the sound with an actor as well and up the dmg, STILL using the gauss weapon. that is, if im understanding you correctly.
i think thats a great way to make cliffs look wayyyyy better than the built in 'levels'. i think you could fine tune what you got going on there, but you gotr the right idea, texture, then just play with the level, then edit the pathing layer and you should be in better shape! i only use the built in 'levels' for 'man made' levels IE bases/space stations/cities etc....
but the raise terrain gives a much more natural look IMO
EDIT; tpo answer your question, i think the 3rd looks the best (the far right end)
the texture used in the others and the 'wavy' geo layers looks really slooppy and unnatural. in most cases when you can see the 'layers' of different materials in a mtn side its a flat layer or very gradual change, with your first 2, its spiky and therefore really unnatural to me. if you leveled out the lines, then mayve the first 2!
i've read the article on this site about this, and it seems very powerful. i was wondering if anyone had an example map or new of a map already uploaded on this site that uses this technique? i learn best by example, and it seems like this sort of task would be pivotal to making great/faster custom controls amongst other things.
i dunno, it seems pretty solid from what info youve given. youd have to post the whole trigger for me to get an idea of why it may be acting up. but seemingly if youve set your spawn points to the proper places/player numbers then i dont see why it would be acting up without seeing more info.
check out the hex'd map. it has an ability that reflects a missile back. though its only useful for 1 type of missile and not 'universal' for any missile effect, but it may help you in your dilema
you need to change it from the dmg effect, to the launch assets model (the flash aaprk animation at the tip of a marine gun when its fired, to the hellion beam). thats what i did and ive got my marine able to use a 'flame thrower' that always shows now and dmgs units when theyre around in my arena survival map.
i kept trying to change the way they did it before, but i think the field they were using for the original hellion was a 'dmg response' type so you need to use the 'launch asset' to make it so its not connected to dmging a unit.
hey, im pretty burnt out on coding maps. so ill have a shot at helping you with some terrain. pm me some basics on 'layout' and 'game objectives' and any 'fun tricks' (ie teleports etc...) youve got in mind and ill make something and you can check it out.
possibility; make a behavior thats just a 'buff' (doesnt actually affect the speed). then on the main actor associated with the unit, goto the events+ tab, and make one where when the 'behavior' 'w/e you called it' 'is applied/on' then set animation speed (i think its the time scale variant, where 1.0 is 100%, so 1.5 would be 150% etc...., though by default is has the default -1 to just 'autodetect i think) GL!
there was a game just like this for PC i beleive called commando, or commandos. the plot was different but hte gameplay from what youre talking about seems spot on. it was fun. i see it pretty much beyond difficult to pull of the sight cones idea, and to make it so the player can see the sight cones of vision. to make them functional doesnt seem to hard, but how will the user be able to see them?
its a behavior, with a -1 duration. make the periodic time like .1 or .25, and make the effect attached to the behavior a 'search effect'
make the search effect searchfor all enemies or w/e with w/e radius you want and apply dmg, of course filter out yourself/allies if you wish.
then you gotta make an actor with a 'terran fire large' or w/e model you want that is applied with the behavior. that should do it, besides the dmg effect graphic which would be from an 'action' actor, which i still dont fully understand, i just play with them until i get it doing what i want. GL!
there is a freebie game out there that did this pretty well called savage (most lately savage 2; a tortured soul). it was like the commander built the structures and some upgrades i beleive, and the rest of each team, was 1st or 3rd person view actually commanding the units. it was like a lessser war3 / WoW combined, which was pretty cool. this should be redone, it would be very easy to implement, even if the individual unit commanders werent in 1st person but 3rd person view modes. GL!
fair enough, though i dont feel .01 buff duration would come into play but maybe 1 every 50 or 100 games with 14 people. .01 seconds is just so fast the odds of it happeneing are extremely slim to negligible IMO. but gl! when you decide on something post it here so maybe we can learn an alternative method plz
just place a doodad, double click it or goto edit->properties and lcick the 'ignore placement requirements' then you should be able to place them on top just a-ok.
0
in a map, im trying to make it, say if ive selected or clicked a zealot, that a shaded box/circle/line/square (anything), appears locally for just that player? almost like when you can set rally points how other players cant see them, and how to draw basic shapes? it doesnt have to be 'ground level' it could just be 'head level' and not have deform with terrain if anyone has any ideas???????
ive been searching through the galaxy natives for a hint as to what i may need to do, but most of it seems coded with dialogs and stuff.
what im thinking is if i imported an image, say a circle, or a cone, or a line, is there a way to attach it to a unit and only show it locally for a player (ie the one that clicks it, i dont need help with that, just the function/command that calls an image, attaches in to a unit/point etc... and only shows it for a set player (locally).
??? even if i could get this working with a built in image, i can import my own or edit the built in one to work for my omportede, i dont think thats an issue i cant work out my own, just attaching it to a part of the map locally....
0
so instead of the gauss rifle you want it to do the sniper ability? but without clicking, you want it to auto / find / locate attack????
if im udnerstanding you then all youd need to do is change the action actor, with weapon attachment query+ from the marine attack launch to the ghost snipe effect, and itll give it that long white line, then add the sound with an actor as well and up the dmg, STILL using the gauss weapon. that is, if im understanding you correctly.
0
i think thats a great way to make cliffs look wayyyyy better than the built in 'levels'. i think you could fine tune what you got going on there, but you gotr the right idea, texture, then just play with the level, then edit the pathing layer and you should be in better shape! i only use the built in 'levels' for 'man made' levels IE bases/space stations/cities etc....
but the raise terrain gives a much more natural look IMO
EDIT; tpo answer your question, i think the 3rd looks the best (the far right end) the texture used in the others and the 'wavy' geo layers looks really slooppy and unnatural. in most cases when you can see the 'layers' of different materials in a mtn side its a flat layer or very gradual change, with your first 2, its spiky and therefore really unnatural to me. if you leveled out the lines, then mayve the first 2!
0
i've read the article on this site about this, and it seems very powerful. i was wondering if anyone had an example map or new of a map already uploaded on this site that uses this technique? i learn best by example, and it seems like this sort of task would be pivotal to making great/faster custom controls amongst other things.
0
i dunno, it seems pretty solid from what info youve given. youd have to post the whole trigger for me to get an idea of why it may be acting up. but seemingly if youve set your spawn points to the proper places/player numbers then i dont see why it would be acting up without seeing more info.
0
check out the hex'd map. it has an ability that reflects a missile back. though its only useful for 1 type of missile and not 'universal' for any missile effect, but it may help you in your dilema
0
you need to change it from the dmg effect, to the launch assets model (the flash aaprk animation at the tip of a marine gun when its fired, to the hellion beam). thats what i did and ive got my marine able to use a 'flame thrower' that always shows now and dmgs units when theyre around in my arena survival map.
i kept trying to change the way they did it before, but i think the field they were using for the original hellion was a 'dmg response' type so you need to use the 'launch asset' to make it so its not connected to dmging a unit.
0
hey, im pretty burnt out on coding maps. so ill have a shot at helping you with some terrain. pm me some basics on 'layout' and 'game objectives' and any 'fun tricks' (ie teleports etc...) youve got in mind and ill make something and you can check it out.
0
possibility; make a behavior thats just a 'buff' (doesnt actually affect the speed). then on the main actor associated with the unit, goto the events+ tab, and make one where when the 'behavior' 'w/e you called it' 'is applied/on' then set animation speed (i think its the time scale variant, where 1.0 is 100%, so 1.5 would be 150% etc...., though by default is has the default -1 to just 'autodetect i think) GL!
0
there was a game just like this for PC i beleive called commando, or commandos. the plot was different but hte gameplay from what youre talking about seems spot on. it was fun. i see it pretty much beyond difficult to pull of the sight cones idea, and to make it so the player can see the sight cones of vision. to make them functional doesnt seem to hard, but how will the user be able to see them?
0
its a behavior, with a -1 duration. make the periodic time like .1 or .25, and make the effect attached to the behavior a 'search effect'
make the search effect searchfor all enemies or w/e with w/e radius you want and apply dmg, of course filter out yourself/allies if you wish.
then you gotta make an actor with a 'terran fire large' or w/e model you want that is applied with the behavior. that should do it, besides the dmg effect graphic which would be from an 'action' actor, which i still dont fully understand, i just play with them until i get it doing what i want. GL!
0
there is also some creep visual values in the lighting editor. to make it 'glow' or otherthings.
0
there is a freebie game out there that did this pretty well called savage (most lately savage 2; a tortured soul). it was like the commander built the structures and some upgrades i beleive, and the rest of each team, was 1st or 3rd person view actually commanding the units. it was like a lessser war3 / WoW combined, which was pretty cool. this should be redone, it would be very easy to implement, even if the individual unit commanders werent in 1st person but 3rd person view modes. GL!
0
fair enough, though i dont feel .01 buff duration would come into play but maybe 1 every 50 or 100 games with 14 people. .01 seconds is just so fast the odds of it happeneing are extremely slim to negligible IMO. but gl! when you decide on something post it here so maybe we can learn an alternative method plz
0
just place a doodad, double click it or goto edit->properties and lcick the 'ignore placement requirements' then you should be able to place them on top just a-ok.