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    posted a message on How To Change A Units Yaw And Pitch With Code

    very nice, i just found this and have been trying to adapt it to pitch and yaw of mouse but have had some problems with pitch glitching at specific angles it flips the wrong way as mentioned in your notes. may have to do with the full 0-360 rotation. ill keep messing with it but if anyone has any suggestion thatd be cool. havent touched roll, havent decided how i want it to work with velocity etc when turning.

    Posted in: Tutorials
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    posted a message on [Challenge] Make a map larger than 256*256

    rofl, love necroposts... wish they came up with a way tho. :(

    Posted in: Project Workplace
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    posted a message on Unit Facing Interrupts Casting/Attack

    me love u long time! i swear i unchecked those 2 before but i had not altered the attack arc. thank you alot! i have been out of the modding business for quite some time so I have alot of learning to do mostly the data editor.

    yeah, i am hoping to sometime create an Eve inspired ship battle similar to how eve ships are controlled etc but much more simplified. until then I am just designing and testing bits and pieces.

    thanks again

    Posted in: Triggers
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    posted a message on Unit Facing Interrupts Casting/Attack

    @Builder_Bob: Go

    hey thanks for the reply! i looked at the weapon arcs as u suggested but it still doesn't seem to be doing anything. i attached an example below. i am using the Merc battlecruiser and have been editing the first two weapons at the moment that are called ATA/ATS Laser Battery. i most likely am doing something wrong with the weapons or data editor in general since I am still not all familiar with it when it comes to abilities or attacks. (in this case its simply attacks)

    thanks!

    Posted in: Triggers
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    posted a message on Unit Facing Interrupts Casting/Attack

    bump... seems if I set the unit facing instantly (0.0sec) it works fine, however since i am moving the object around periodically it will look far too clunky and hard on the eyes. i have tried using actor facing as well but doesn't seem to like being called periodically.

    Posted in: Triggers
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    posted a message on Unit Facing Interrupts Casting/Attack

    Hey, does facing unit render all unit capabilities of casting abilities or attacks? It seems to be doing it for me, even after altering the turrets and attacks to allow movement. But it seems the unit facing even if instant interrupts it. Is there any way around this? I thought maybe actor facing might get around this, but did not see such a function?

    thanks!

    Posted in: Triggers
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    posted a message on Orbiting Another Dynamic Object

    hi, thx for the reply! i appreciate you even deciding to attach a quit sample along with the formula. this seems to work pretty close to what I am trying to do, however I dont quite understand your use of the mission timer as the angle for cos and sin. if you could clear that up i could definitely make use of this!

    thanks :D

    edit- i actually understand why u have used mission time now, clever... would have ended up using a timer or something otherwise lol... on the other hand, i am fiddling with it attempting to change the orbit speed solely on the object rather than orbits per minute or orbit time. the time it takes to orbit once will be dependent on the speed of the object itself. seems if the object is not within the distance range it does not work correctly but what you have given me is EXACTLY what i needed so I could get a good start.

    thanks again!

    Posted in: Triggers
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    posted a message on Orbiting Another Dynamic Object

    Hey, I am just getting back to SC2 so I am having quite some trouble at the moment with what sounds simple, but in my case isn't. Basically below I have a roughly drawn image of what I am trying to do. Basically, my goal is to force an object "y" to orbit around another object "x". The catch is, the object being orbited around can also move and orbit objects. The orbit also must follow a minimum orbit distance.

    I am adequately familiar with SC2 editor in the past enough to handle any code myself, however I never was good with math ironically, lol. So my problem is while I can simply make an object circularly orbit by simply forcing it to face the angle difference of the two objects and then add or subtract to that to go left or right, it doesn't necessarily work with moving objects. When the object is out of its set orbit range, it must change its direction to get within range, but also make sure it does not go under the minimum range and must compensate for that as well.

    I have tried many different ways, but none seem to work 100% of the time. I could attach a preview map, but this isn't a code problem, rather than my lack of understanding with angles and a proper way to compensate for the ever changing orbit. If someone could explain a bit of geometry for what I am trying to do, that would help me more than anything rather than *copy paste code* since I am okay with converting any type of formulas into code.

    Any help at all would be great!

    I am going to take a big guess and assume I am going to need to understand and make use of hyperbolas in some way?

    thanks!Orbit

    Posted in: Triggers
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