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    posted a message on Build on Ramps Tutorial

    @illidans911: Go

    "Whenever i try to place it, it says "Cant Place, Location Invalid"

    If you read it, you will notice i said both uncheck "no build" and check "ground no spawn" AND In the pathing layer under layers, color the ramps and only the ramps (or bridges) with ground pathing (shoudl be green).

    In the placement apply, you need to make sure you have both "ground no spawn" and "no build" checked. If "ground no spawn" is checked then no units can move there.

    You do the exact same thing for BOTH layers AND shapes. And every time you change something you need to do the whole thing over again. Thank Blizzfail for that.

    Posted in: Tutorials
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    posted a message on Build on Ramps Tutorial

    @dddarrenccc: Go

    Actually you do due to a blizzard bug. That was the whole issue. You would uncheck it yet it still wouldn't place. With the pathing there you can now.

    Posted in: Tutorials
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    posted a message on Build on Ramps Tutorial

    Howdy all,

    This is more of a bunch of notes than a tutorial on how to build on ramps, but I finally figured it out:

    2 parts:

    Part 1. Footprint: You need to alter the structure's footprint. I'm going to assume you have a basic idea how to do this.

    1. Data Editor >> Footprints >> Your footprint >> Layers >> Placement Check >> Uncheck "no build". If you want it so it won't put it in stupid places, simply check "ground - no spawn". This will make it so it can be built anywhere a siege tank will go.

    2. Data Editor >> Footprints >> Your footprint >> Shape >> Placement Check >> Uncheck ""no build". If you want it so it won't put it in stupid places, simply check "ground - no spawn". This will make it so it can be built anywhere a siege tanks will go.

    3. Apply the rootprint to the unit (anywhere it would apply is where I put it, the big one is in the Units >> Footprint (Placement and Units >> Footprint) part of the units tab of the data editor.

    Part 2. Pathing (the extra step):

    1. Layers >> Pathing >> Add pathing type "Ground" >> Add the ground-type pathing to the ramps and only the ramps.

    This was the missing step. I don't know about all the footprint changes but it seems now those will only apply to places where there is custom pathing. So now I have used the same method to make it so I have a placement and pathing blocker doodad in the middle of space.

    Hope it helps!

    FockeWulf

    Edit: Realized that Units >> Footprint Placement is only the image when you trying to place a structure. The one htat is needed is Simply Units >> Footprint.

    Posted in: Tutorials
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    posted a message on Issue with actors screwing up

    Howdy all,

    I'm kind of at the end of my tether here and I really need some help.

    Here is the issue:

    I have been making doodads into units (which I know how to do) and they have all tested out great. Out of making 3 Units I have made 5 different (as in named differently) incremental saves through them. They all look perfect.

    So I close the editor, open the last save, and now I see that EVERY unit model (building unit you name it) has had the last 3 unit models attached to them. This means the default melee units, structures, everything. These units have also hard their scaling adjusted to the last units I made (IE since i resized a few of them, squeeze one) it overwrites everthing, including all the other units and models I have spent the past 4 months making (this map started in beta).

    I have gone in through multiple times and deleted every cache that I can find (I am running windows 7 ult so I went into the users/allusers/blizz folder and deleted all those caches, as well as mydocs/sc2/maps/cache as well. Then I went back to a save made over a week ago and redid most of it and closed and opened the editor 3 times during that to make sure it didn't reapply itself. Turned out 3rd time was the charm cause my luck ran out on the 4th save-close-reopen. I had the actors and actor attributes of last few units I had made applied to EVERY UNIT, including the default melee, campaign etc. Now since those have not been touched at all (I prefer to make my own units and actors and not mess with the defaults as much as possible, although I will use unit models if convienant.)

    Needless to say it affected all the saves I opened to see where the line stopped.

    Now right when I first saw this issue, I sent the map to a clan m8 to have him look at it. He saw the same stuff. Since he did, I knew the next thing I tried (before deleting all the caches) probably wouldn't work but it wouldn't hurt anything to try. This was the Blizzard Repair. Needless to say it didn't find a single issue. So I deleted the caches and the story starts from the big paragraph above. And after deleting each cache, I made sure to run sc2 and log onto battle.net to make sure it recreated those caches.

    After all this I'm completely at the end of my tether here and about the only thing I have left to recover the situation is to reinstall sc2. I also know this probably won't work because my clan m8 also had the same issue.

    If ANYONE has some idea what is going on and/or what can be done to fix it I would greatly appreciate it.

    Thanks!

    Posted in: Data
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    posted a message on Issue with Camera

    Ok,

    I've been playing with it and found that the pan camera function is rather buggy (it seems). maintaining the same distance from the unit at all times (I had it return distance D from it every .15 seconds) I found they for any eastward direction it is perfectly smooth, for any westward direction (IE any direction with a -x component) it is very jerky. I noticed that for the eastard it was applying the movement DURING the .15 seconds, and for the east ward it was waiting the full .15 seconds and THEN applying it.

    If anyone can tell me what I am doing wrong, the threat i posted on the bnet forums is here: http://us.battle.net/sc2/en/forum/topic/801611176 with a download link the map where I have been developing the engine (to be ported over later).

    The reason for using the derivative was to get around this issue,

    If you know what I'm doing wrong here, please reply here or on the bnet post so I can fix this issue. Its about the only real thing left keeping me from using/releasing this engine.

    Thanks!

    Posted in: Triggers
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    posted a message on Issue with Camera

    Ok guys I got a wee bit of a doozy here:

    Here is the issue. I am making a 3P move system like WoW and Kotor.

    Here is what works just fine: Movement

    Here is what still needs work: Camera

    Background: I have a function that will return where the unit is supposed to move. As I am issuing movement commands, I need to have it move in a helix or spiral so I can put the command .01 distance to a rotation angle (IE +/- 21 degrees). Theregoe the units turns smoothly. For moving foward and turning, i simply change the distance moved and it will move in a smooth circle. The reason it will be smooth is that once i get this all worked out, I'm going to have it que up the move orders (say 2 ahead) and reduce the movement order repeat time (which is at .15 and will only trigger when the move key is pressed using a while loop). Now I've tested all this move stuff out, and I daresay its about as smooth as it gets. I also made a system for rapid unit teleports with actor animations, but that is simply too laggy for bnet, as this will have up to 12 players.

    So, 2 functions that will return the move order point. So good so far.

    Now what I've got is the camera that also needs to be moved. Now in order to make the camera smooth, it uses the same update time (ie in the same .15 second while loop that the move is in) and triggers along with the move order. The camera is supposed to maintain a position about 1-3 behind the unit, with the target ahead of the unit and the rotation the same as the unit.

    Now its VERY smooth when its zoomed to where it should be, however its not always there. Playing with it I found that out of a 360 degree turn 180 for that was jerky. That 180 also happened to be zoomed out way too far. So I turned off the camera rotation and saw the camera was moving in a helix that was offset in the X direction (assume map (x,y) coordinates) by about 2-3 it looked like, going in the same shape spiral.

    Thinking it through, I realized that the pan command is broken somehow, so in order to do this right (I think) I would need to calculate the derivative and find theta (angle) so I can reinput that into my function to find the (x,y) position based upon where the unit will be (so its smooth and moves with the unit) from the order point. This means the camera will be smooth in the unit. Finding theta means I can use the function I already built)

    The problem is that although I can calculate the derivative easy, (ie x = -sin(t) and y = cos(t) where (t) is the position of the order location on the map plus the (x,y) offset found from the facing angle of the unit). I am not sure if this is the true derivative for this or exactly how to put it in to make it all work.

    Can anyone help me here? I'm trying to make this as smooth as possible (and I can share it if anyone wants it) so the camera path needs to be based on where the unit is GOING TO BE not where the Unit IS.

    Thanks!

    Posted in: Triggers
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    posted a message on Applying Unit Fidget - 3P Movement System

    Howdy all,

    I've been working on a 3P movement system (and by extension a 1P for a later map, that is as lagless as possible.

    To do that I've been keeping it trimmed down to 3-4 triggers and as many built in functions (like move etc) as possible.

    Now normally an evil (which I have already removed) of 3P/1P in SC2 is the unit Fidget. However it occured to me, why not just alter the unit fidget every time I want to rotate? Its already smooth, I can set the unit fidget angle and speed, I can even make him do things while hes idle to make it more realisitic.

    So now what I want to do is have the unit's rotate be the unit fidget (since it is smooth) and have the camera follow the unit.

    I remember seeing some behavior or effect that would do this but I can't for the life of me find it again. Can anyone help me here with suggestions on how to do this?

    Thanks!

    Posted in: Triggers
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    posted a message on How do I create a custom resource?

    Oh Ya baby got it working!

    Thanks for the help guys!

    Ya now it not only mines a junk pile but carries back the junk instead of the normal mineral :P

    Posted in: Data
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    posted a message on How do I create a custom resource?

    Ok I made that all work, now I've got another issue.

    It says the mineral field is depleted even though I have it set to the same as a normal mineral field...

    What is going wrong here?

    Posted in: Data
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    posted a message on How do I create a custom resource?

    Ya the issue with that part was that the behavior was linked wrong.

    I started over again an am having only 1 issue, this would be with getting the junk pile actor to link up with the unit. The link is right (even checked the link settings itself, since I have found a bug with that) but so far still no go.

    Oh the other hand on my previous attempt i got it to harvest, although for some reason the scv models had the resource model overlaid on it. Also the junk model had the mineral field overlaid on it too, but I can live with that.

    Posted in: Data
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    posted a message on How do I create a custom resource?

    Howdy all,

    I am making a map and I'm at the point where I need to learn how to make a custom resource. Can someone link me a guide to a good guide on how to make a custom resource.

    Here is what I have done so far:

    I have duplicated the regular mineral field and also created the appropriate actors for the model, an industrial junk pile, that I want to use.

    After fiddling with it a bit, I got the resource to show up. The model is linked right in the actor, but what I have is the normal footprint with a mineral field and a white sphere where I would want just the junk (uh oh) and at this point I am stuck.

    Does anyone have any ideas and/or link to a guide?

    Thanks!

    Posted in: Data
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    posted a message on Need help with a Unique Hero Selection Trigger.

    Howdy guys, I've got a trigger I'm trying to make and although I have something that looks good to my mind, I really have abosultly no clue what I'm doing.

    This trigger is for an 1P shooter, AoS Style game with several other elements as well.

    We've already got a movement system in 1P (also made 3P but we are not gonna use it) as well as some basic spawns and hero selection system (need to make the heros still).

    Anyways, right now I've got the following trigger I need help with:

    http://i38.tinypic.com/2mgqnwn.jpg

    Basically what I'm trying to do is have it select what ever hero (friend and enemy) is closest to the center of the casting player's yaw and pitch (mostly just yaw). So when a hotkey (and only a hotkey since the mouse controls the camera in 1P mode) is pressed it will select the target that the player's camera is looking at and cast the spell (ability?).

    As I said before, I have no clue what I'm doing, and I need this made asap although I have no real ability to test it atm. I can either make the abilities and have a trigger try to fit them and make a trigger that will fit what I can use for abilities.

    Later on (maybe soon after this) I will need to add a custom projectile system as well, although thanks to a couple of contributers of sc2mapster (thank you!) I have something to base this map's system off.

    Anyways enough back the background,

    Can anyone help me here?

    Thanks!

    Posted in: Galaxy Scripting
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    posted a message on Anyone want to help for New Epic/Competitive Map?

    Howdy,

    We also got a project going like that, although its intent is to be my clan's project, we will certianly be willing to help.

    If you would be willing to help..

    We've got a working 3P system which we have a nearly completed 1P system as well. So you will be able to go between 3P and 1P views.

    Although we have borrowed from others for the 1P system, the 3P system is entirely ours.

    Soon we will have a trigger structure we can make open to the public for a combined 1P and 3P system.

    If you or anyone else would like to help, simply put a post in the SC2 map section of www.clanrks.com/forums :)

    Posted in: Team Recruitment
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    posted a message on A new person here with a few questions:

    Well. Its more of a thing like this:

    Teleport from proximity of a unit to a region in an isolated part of them map.

    Posted in: Miscellaneous Development
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    posted a message on A new person here with a few questions:

    Howdy guys, I've got a wee bit of a doozy here.

    Let me give you a rundown: -I have a flying object that I need to be able to have a ground unit run within a certian distance from it, and then move "onboard" (Ie diff part of the map).

    I have a tigger marking the distance "triggering unit" has to be from it to "board" the flying object that works. But it may work a bit too well. Problem is this object is over a large "city" if you will, and every unit in its path ends up being put into the landing bay. And I'm afraid I don't want buildings in the landing bay along with everything else.

    So here is what I'm reduced to: -Making an Or condition for each of the 7 seperate units to make sure only one of those 7 units actually goes onboard. This is VERY time intensive and considering that I've got 30-40 odd triggers of this type left to make, let alone the 10 I've finished with a different (and apparently in need of a fix) method.

    I have tried several different workthroughs. My current includes at least 2 related global variables. IE a unit list and a group, and at the map initilization I have them put into related groups via 2 seperate action definitions.

    I'm sure there has to be a better way to do this. If there was even a "unit of this type" function or w/e in there my life would be 10x easier.

    Can I get some help here please?

    And yes, I'm making an RPG :)

    Posted in: Miscellaneous Development
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