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    posted a message on any mathematicians out there?

    thanks for all the help guys. and glad to instigate someone that knows their angles to sign up and help us out. maybe we can throw you a bone back sometime!

    Posted in: Miscellaneous Development
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    posted a message on Data Editor - Creating a Missile

    ive done something like this, i take it you want the missile or 'bulelt' to move fast, probably very fast, that is the trick

    1) make a basic 'launch missile effect'

    2) give the missile unit a 'behavior' with -1 duration and .1 or .01 recurring time

    3) make behavior do a search

    4) add a dmg effect to the search

    viola

    now, if you are having it as a simple 'bullet' that goes REALLY fast then youll need to do some 'fun' things to make it so it wont 'skip' over any units and still the radius of the search from the missile isnt so wide where it still seems really accurate, to do this;

    3)on the missile, dont make it do a search, but a persistent (say like 3 to 5 de[pending on how fast you bullet moves / big the search radius for dmg is)

    4)the search from each persistent on the bullet must do a 'set' not just a 'dmg'

    5)make a 'buff' to apply to a unit so it wont dmg it in more than one persistent

    6)in the search from the persistent on the bullet make it apply the 'bummy buff' for .01 duration (just long enough to fool the other searchs ran from the persistant, and make it validate that it only applys the 'set' from the search if it validates the unit doesnt have the buff

    that should be it

    it will in essence search an area from the bullet to an area in front of it, so you can make the bullet travel at up to 50 (pretty much instant) and it will not skip over a unit, then when it 'dmgs' a unit it applies the buff so it wont dmg it more than just the once from any of the persistants. now if your missile moves at slower speeds (around 10ish) you wont need to do the 'apply behavior, persistent' things. there is a SMALL room for error if 2 players hit someone at the EXACT same time then the .01 dummy buff would fool it into not doing dmg, but .01 seconds is so fast, its nothing to worry about IMO as a trade off for an insanely fast missile.

    here is an example of a map with basic wasd 'WoW' right click straffe and the missile effect, its just a basic, press space to fire for this example, and the animations arent there, but the functionality is. this example does a 'suicide kill' (so the bullet is used after it hits 1 unit, and i made the maximum for the search as 1, instead of -1 so the bullet can only hit 1 unit at a time. but, this example should be a framework for you to make your own. when are you going to post an update video of your game? it looks sweet-

    Posted in: Miscellaneous Development
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    posted a message on any mathematicians out there?

    then that formula would look like;

    180 - (incoming angle AKA angle of missile or unit) +2 * angleof wall = outgoing angle

    so the angle of wall is..... say its going right into a vertical wall @ 45 degrees (which it should reflect back at 135), the angle of wall would be 90 or 270?

    for 90 180 - 45 + 2(90) = basically 360 - 45 = 315

    for 270 180 - 45 + 2 (270) =675 which would coorelate to 315

    so both seem to work either way as GE should compensate and make the 675 into 315 automatically, so im going to try another number or 2;

    vertical wall @ 10; 180 - 10 + 2(90) = 360 - 10 = 350 180 - 10 + 2 (270) =710 - 360 = 350

    vertical wall @ 80; 180 - 80 + 2(90) = 360 - 80 = 280 180 - 80 + 2 (270) = 640 - 360 = 280

    ok so 90/270 must be for horizontal walls and 0/180 must be for vertical, i guessed wrong. i guess its just a starting point of reference. this appears to work.... but my brain is done too. if it doesnt work tommorow when i got time to implement it ill repost with any more pleas for help. THANKS! :)

    Posted in: Miscellaneous Development
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    posted a message on any mathematicians out there?

    yeah, there is that way

    thats a lot of if and ors if im thinking along the same lines. keeping in UNIT FACING mindframe.....

    all bouncing off a horizontal wall going up;

    if its going 45 it needs to come off at 315 if its going at 100 it needs to come off at 260

    (pretty much 360 - angle)

    all bouncing off a vertical wall going right;

    if its going 45 it needs to come off at 135 if its going at 300 it needs to come off at 240? (im no good at math nemore...)

    different than above. i dont like sloppy code if its easily avoidable, and this is avoidable with the right brain!

    there must be a mathematical equation where 1 formula or whatnot works for all directions / walls etc... ive tried googling it, but all i get is physics homework and not just a formula chart :(

    i was thinking about just breaking it up and moving the missile manually with sin/cos then just flipping the sign of the velocities depending on what side wall(s) it hits, but then the missile doesnt function with all the normal abilities/effects built in with the data editor, and i figure that would slow down the code for the map overall immensly compared to using a built in movement method when its not completely necessary... at least just yet... well thanks for the input neways, hopefully some1 will come along and say 'thats easy.... its....'

    Posted in: Miscellaneous Development
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    posted a message on any mathematicians out there?

    so im trying to get a missile to 'reflect' off a wall, or even a unit, w/e its not teh in game mechanics im stuck on, its how to get a reflected angle.

    there is a function of 'reflected point' but i just cant make sense of the values, ive tried putting in hard numbers to see what i should expect / want to happen, as well as all the variables of the missiles 'angle' the default angle of the wall (i was thinking possible 0 was horizontal or something, while 90 was vertical etc...) but im lost. so any mathematicians out there know the formula for getting a reflected angle?

    like if something was traveling at 45 degrees and hits a vertical wall), it should come off at 135 degrees the other way.

    then if something hits the wall at 10 degrees and hits a horizontal wall it would come off at 350 (-10 by GE numbers as they go 0 to 180, then -180 to 0) i beleive. the pattern here is obvious i think but i just stopped doing math a long time ago and cant think 'outside the box' anymore. any help???

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Make a dialog for race/class selection.

    and on single dialogs working for multiple people yeah....

    create dialog (that says yes/ no with buttons for a shit example) set last created dialog = 'YESNODIALOG' (your custom global variable you made and now assigned the dialog to)

    then you have to decide who to SHOW the dialog for, just one player? all players??? show YESNODIALOG for (player 1) or show YESNODIALOG for ALLPLAYERS

    so you show that SPECIFIC dialog for as many players as you want

    then when some1 clicks the dialog you hide the dialog for that specific player (triggering player buddy!!! :) ) haha and the other players if you so chose to show it for all players to start with can still click yes/no to make their own personal choice.

    Posted in: Tutorials
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    posted a message on [Trigger] Make a dialog for race/class selection.

    in short; 'any player' is used for the event

    if ANY PLAYER clicks a dialog

    'triggering player is refrencing that specific player'

    then hide dialog for TRIGGERING PLAYER (the one that clicked the dialog)

    if you used 'any player in the action part then...

    then hide dialog for ANY PLAYER (so is it just a random player? or do you want the specific player that triggered the event???)

    get it?

    Posted in: Tutorials
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    posted a message on Ability with charges

    i think i know, if you give the unit the ability to 'build an interceptor' or w/e you want to recharge, just give the unitthe ability , and not the command button, so they have it and can use it, but the user cant see it. then make the ability when you 'use' a charge, to issue order, with a periodic time of however long you want 'say 5 seconds' and it issues the order to 'build interceptor' w/e you want to recharge and the actual ability should have checksums for only recharging up to so many etc... hopefully this helps if not, ive wasted some of you time to figure out yet another way to nt make this work. !! YAY

    Posted in: Miscellaneous Development
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    posted a message on Arena game

    to make a monester 'free roam' just was the wander ability, you can make it a leash' so it stays in the general vacinity where it was spawned or take that off. by changing the numbers with the ability (it may be a behavior i cant remember, but its called crutter - wander, or neutral - wander' something like that, but by changing the numbers you can change how fast / far they wander or dont wander off to. if you want to assign random points for spawning / attack-moving to, make an array, include all your points in the array, then every x seconds order them to attack to the point ARRAYPOINTNAME(math random number) function. to change the timing its the same way, by using a random math function. GL

    Posted in: Project Workplace
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    posted a message on FPcc(first person close combat)

    heres a crap rendition of it. its just the basics so take from it what you will, this does not include the actor anims for blood splatter etc... but its just a basic spell thing like youre wanting i believe. and youll notice until custom animations come out, this 3rd person style looks like crap with certain units. though you can speed up the attack anim to make it look better, but in the end, he slides when he attacks, so lame....

    Posted in: Miscellaneous Development
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    posted a message on Critical Strike

    there probably is, i would assume there is. keep looking and keep us informed, haha.

    Posted in: Miscellaneous Development
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    posted a message on FPcc(first person close combat)

    yeah the arc is anothe way, i just liked the persistant to make them offset so when the right blade swings the dmg on slightly to the side hits, then vise versa with the other blade. i like the thought of trying to be nerdy and make each blade look like its doing dmg right where its swinging when the unit animates. maybe its a bit overkill...

    Posted in: Miscellaneous Development
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    posted a message on [SOLVED] Get number of players.

    i beleive active players still incorporates computer players. but his trigger should work just fine. just answering the question from above.

    Posted in: Miscellaneous Development
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    posted a message on [Request] Psionic Hydralisk Model & Portrait

    whoever makes his model, i got some models for you to make too. :) make my models!!!!! haha GL aegis

    i did see in a post a while back there is a way to get free 3d studio as long as you have a school email account. i logged on there and made my claim to free 3d studio it seemed to work. i was on my laptop and didnt want to dl it to here so i never actually clicked download. but it showed me the links for all the software to dl for free (i think its a 6 month or 1 or 2 year license you get for free depending on the version you want to download). but ever think of trying to do this yourself aegis? your request seems like a great place to start learning as its not all indepth on a completely new model.

    edit: im no longer in school, but still have an email with my alma matter. and that seemingly worked for the free version of 3d studio. just an fyi to every1

    Posted in: Requests
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    posted a message on Text message

    a shoddy work around, create a new cinematic text with "" (nothing/blank) in the field when you want it deleted and it will 'override' the previous one erasing it. i havent spent too much time on the text message stuff, but i know this work around will work until someone posts the exact way to do it properly. :)

    Posted in: Miscellaneous Development
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