That would be something that would be pretty interesting to see. You say you were having problems with the site operations correct? Have you tried switching around the order in which they are applied? I know that sometimes certain Site Ops have a tendency of overwriting each other if not applied in the right order.
This situation can also happen with bridge doodads that you have shrunken to use as archways or whatever. They keep their original footprint no matter the scale. Simply turn it off and paint pathing on your own.
You do not use the model camera action to move the screen camera. What you need to do is:
1) Create a Camera Variable and set that to the function "Default Game Camera".
2) Now take your Camera Variable and use the "Set camera Object Target" action to set your camera variable's target to a point in your map.
3) Use the "Apply Camera Object for Player" action and apply the Camera Variable that you create over the time frame that you want for the specified player.
I don't know how you would implement an AI that is different though. When looking at the AI Libs it appears that most of them are just build orders depending on states.
Wake up and smell the coffee guys, the game industry as a whole is changing to satisfy a more casual audience. Wii, Move, Kinnect... the market testing has shown that something you can just pick up and play is much more successful than something that takes time to learn. People look at things like the Wii and say, "Hey I can do that, I know how to move my arms". Thats why things like nexus wars are so successful, "hey I know how to build buildings!" I mean it practically plays itself.
I do not have access to the Data Editor right now, but I do believe you need to go to (Commands +). Then there should be a drop down box down box titled "State" or "Availability" I do not remember which. Select from that "Available". Maybe someone with access to the editor would be better to answer this right now =P
I would suggest that you possibly include a video, pictures, and a description of what the game is about. Its easier to get peoples attention that way.
The race objects are actually very simple to use. I make a new race just so that I can store units of a similar type in their own folder lol.
But once you have created a race you have to restart the editor then click modify object on the unit. You should then be able to set the race in the combobox and submit.
Looking great. I am more impressed though that you actually are using fog correctly! So many people who are making FPS stuff do not understand how to use it to limit draw distance. Good Job!
Edit:
For example in the second video, have you thought about drawing the range of different abilities using range actors(Like a sensor tower)?
Keep me posted Chrom, I'd be more than happy to help if you hit any roadblocks. Dynamic content makes me all happy in the netherlands :)
I have a dynamically changing spider-mine minefield that reconfigures itself as you move through it in one of the Single Player maps of my campaign. Might throw that into a library once I release as I could see it being awesomely useful for bound type maps.
I would highly suggest using records to create presets of interlocking pieces within a grid though.
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Hey Syco!
That would be something that would be pretty interesting to see. You say you were having problems with the site operations correct? Have you tried switching around the order in which they are applied? I know that sometimes certain Site Ops have a tendency of overwriting each other if not applied in the right order.
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@RileyStarcraft: Go
This situation can also happen with bridge doodads that you have shrunken to use as archways or whatever. They keep their original footprint no matter the scale. Simply turn it off and paint pathing on your own.
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Nice programmer. Keep it up :)
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You do not use the model camera action to move the screen camera. What you need to do is:
1) Create a Camera Variable and set that to the function "Default Game Camera". 2) Now take your Camera Variable and use the "Set camera Object Target" action to set your camera variable's target to a point in your map. 3) Use the "Apply Camera Object for Player" action and apply the Camera Variable that you create over the time frame that you want for the specified player.
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I don't know how you would implement an AI that is different though. When looking at the AI Libs it appears that most of them are just build orders depending on states.
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Wake up and smell the coffee guys, the game industry as a whole is changing to satisfy a more casual audience. Wii, Move, Kinnect... the market testing has shown that something you can just pick up and play is much more successful than something that takes time to learn. People look at things like the Wii and say, "Hey I can do that, I know how to move my arms". Thats why things like nexus wars are so successful, "hey I know how to build buildings!" I mean it practically plays itself.
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I do not have access to the Data Editor right now, but I do believe you need to go to (Commands +). Then there should be a drop down box down box titled "State" or "Availability" I do not remember which. Select from that "Available". Maybe someone with access to the editor would be better to answer this right now =P
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What other map would you want to play?
Nexuz Warz 4 Lyfe.
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I would suggest that you possibly include a video, pictures, and a description of what the game is about. Its easier to get peoples attention that way.
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Are you having trouble with a missile that you are firing in a FPS type of environment "falling" into cliffs?
If so set the mover to air, then when you set the height of the unit it will not fall into your cliffs.
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The race objects are actually very simple to use. I make a new race just so that I can store units of a similar type in their own folder lol.
But once you have created a race you have to restart the editor then click modify object on the unit. You should then be able to set the race in the combobox and submit.
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@Huesy: Go
Looking great. I am more impressed though that you actually are using fog correctly! So many people who are making FPS stuff do not understand how to use it to limit draw distance. Good Job!
Edit: For example in the second video, have you thought about drawing the range of different abilities using range actors(Like a sensor tower)?
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Looks good dude :) I can totally see an infestor lifted off the ground slightly with lava crabs attached to its bottom being a brain bug! :D
I would suggest making the roaches bigger though, but that could take some of the skill out of hitting them away.
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@ChromiumBoy: Go
Keep me posted Chrom, I'd be more than happy to help if you hit any roadblocks. Dynamic content makes me all happy in the netherlands :)
I have a dynamically changing spider-mine minefield that reconfigures itself as you move through it in one of the Single Player maps of my campaign. Might throw that into a library once I release as I could see it being awesomely useful for bound type maps.
I would highly suggest using records to create presets of interlocking pieces within a grid though.