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    posted a message on Low Memory Alternate FPS System

    @EdwardSolomon: Go

    It appears that by creating a spherical array of cameras in increments of 30 degrees (a total of 144 different view perspectives) that you can create a 3-D cinematic crash simulation, like an airplane whirling, twirling. flipping and rotating wildly in a fiery decent to the ground. I'm going to upload this within the next day or so.

    There's also a limited version of this using only 84 of the 144 cameras, where 60 cameras with "upside-down" perspectives are rejected. This limited version allows for full turret control and viewing, like in the previous version, except the controls are more intuitive than "changing camera sets."

    I don't really see a need for increasing the spherical camera density, as a the field of view already covers all 360 square degrees. It would be better to change the acceleration and time between switching camera perspectives.

    Posted in: Project Workplace
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    posted a message on Low Memory Alternate FPS System

    EDIT: See Post 5 for the latest version.

    I was making a set of triggers to simulate the slow, lumbering movement of a battleship turret. In the course of making these triggers, I realized that these could be used as a general Low-memory/low-quality fps engine. Give it a shot and tell me what you think could be improved without fundamentally changing the system I put in place.

    When you test the map, move the Marine to the turret to enable fps mode. Type -leave to leave FPS mode. You can change the Events that enable/disable FPS mode to whatever you want. Use the -help, -help2, -help3, -help4 chat command to get more info while in-game. Feel free to use this (I can see many uses for it).

    Posted in: Project Workplace
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    posted a message on Simulating a WW1 Battleship Turret, Yaw and Pitch

    @EdwardSolomon: Go

    Ok I made an efficient low memory FPS Missile Turret on a dummy map. Tell me what you think.

    EDIT:

    When you test the map you need to send a Marine to the turret to activate the FPS mode. Type -leave to leave the FPS mode. You can always reactivate the FPS by moving the marine away and back to the turret.

    Posted in: Triggers
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    posted a message on Simulating a WW1 Battleship Turret, Yaw and Pitch

    @gamfvr: Go

    Actually, I just came up with a beautiful method of circumventing the missing function. Stay tuned!

    Posted in: Triggers
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    posted a message on Simulating a WW1 Battleship Turret, Yaw and Pitch
    Quote from gamfvr: Go

    What you could do it set the mouse speed to the way you want and have the turret aim with the mouse. It would still simulate a turret i think.

    I cannot use an FPS engine because it's too memory intensive for the other million triggers that need to be running this map. Thus I came out with a low memory alternative and balanced the game around that.

    Posted in: Triggers
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    posted a message on Simulating a WW1 Battleship Turret, Yaw and Pitch
    Quote from Eiviyn: Go

    @EdwardSolomon: Go

    There most certainly is. I can't remember the exact function but it is definitely there. "Apply Camera Property" I think, I don't know, I don't work with triggers much.

    Apply Camera Object Property does not have Yaw and Pitch options, only Roll and Rotation, which I stated above.

    EDIT: While we're here we may as well address other camera-trigger options that seem to be missing. Many of these missing options can be circumvented through ingenuity. Let me present one of these.

    The action "Make Camera Look at and Follow "Unit" does not have a complementary action "Make Camera Look at and Follow "Unit" over "X" seconds with "Y" acceleration. To make matters worse, you cannot even tell the trigger WHICH CAMERA you want to do this with. If you could tell the trigger which camera to do it with, you could quickly circumvent the issue with dummy cameras,

    The way around this problem (using my targeting system), create a dummy unit at previous target that moves towards the current target and have the camera follow that dummy unit. You can adjust the speed of the dummy unit according to the distances the previous and current target were apart from each other and the angle from you to the previous target and you to the current turret.

    Posted in: Triggers
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    posted a message on Simulating a WW1 Battleship Turret, Yaw and Pitch

    Hello, I am simulating a battleship turret that rotates at a fixed speed (after pressing a button). I cannot engage "Turn Mouse Rotation On" nor can I engage "Lock Camera Mouse Relative Mode" for this particular trigger, because it grants too much freedom over the camera.

    Let em explain how the trigger works (or is supposed to work).

    A unit enters a region on the battleship (near an 18-inch turret) and his camera becomes the turret Camera, with the camera input locked for him. This means he cannot move the camera at all, he is simply in a FPS view of the turret facing towards the bow of the ship looking directly at the Horizon.

    Now he has two alternate methods of rotating his camera. As the mouse is not locked, he can move his cursor. If he selects a unit in his field of view, the turret will slowly align with that target. This is also how he attacks/interacts with a target, I consider it a side-grade to an FPS engine, at least for my purposes. Great, fantastic, this trigger works fine.

    However there comes an issue when there is a unit he needs to target, but the unit is not in his field of view. So I THOUGHT I could fix this easily by giving the player 4 Key commands. W would increase the pitch of his camera by 30 degrees (over time), S would decrease the pitch of his camera by 30 degrees, A would increase the Yaw of his Camera by 30 degrees and D would decrease the Yaw of his Camera by 30 degrees.

    Well damn, there are currently no options of setting a Current Player's Camera Yaw and Pitch! I tried using Dummy Camera Objects, except I also have no way of setting their Yaw or Pitch, only roll and rotation which doesn't seem to do anything!

    Any ideas?

    Posted in: Triggers
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    posted a message on Creating and ordering units to attack

    1) Create two points. One where you want protoss units to spawn from and one where you want terran units to spawn from. You can create points by selecting the "Points" tool. You will be able to physically place these points on the map. Change the name of the points to the following (click on the points in the right-window and hit F2 to change their name, or right-click them and select Rename): Protoss Spawn and Terran Spawn

    2) Open the Trigger Editor. We will need five triggers and at least two global variables to accomplish what you want (this can all actually be done with one trigger but it would be too complicated to write for a beginner).

    Global Variables-
                             Protoss Unit Group
                             Terran Unit Group

    Trigger 1: Initial spawn
    Event - Whatever you want
    Local Variables:
                            Point 1 = Protoss Spawn
                            Point 2 = Terran Spawn
                            LCunit = No unit
    Conditions - Whatever you want
    Actions -
                  Create a Zealot at Point 1
                  Set LCunit = last created unit
                  Add LCunit to Protoss Unit Group
    Repeat this for stalker and other protoss units
                  Create a Marine at Point 2
                  Set LCunit = last created unit
                  Add LCunit to Terran Unit Group
    Repeat this for Marauder and other terran units
                  Turn on Trigger 3
                  Turn off this Trigger

    Trigger 2: Death Counter
    Event -
               Any unit Dies
    Local Variables -
                             Dunit = no unit
    Conditions-
                     [OR]
                    Dying unit is in Protoss unit Group = true
                    Dying is in Terran unit Group = true
    It is essential that you select the OR command. This allows the trigger to fire as long as one condition is true.

    Actions-
                Set Dunit = dying unit
                [ If ] - Dunit is in Protoss unit Group
                Then - Remove Dunit from Protoss unit Group
                Else - Remove Duni from Terran unit Group

    Trigger 3 (initally off), future unit spawner
    Event - Every 10 seconds of game time.
    Conditions - NONE
    Actions:
                [ If ] Protoss unit group is empty
                Then Run Trigger 4
                Else - (leave blank)
    Do not use "Turn on" trigger 4, use "Run" Trigger 4
                [ If ] Terran unit group is empty
                Then Run Trigger 5
                Else - (leave blank)

    Trigger 4 - Protoss unit Spawn
    Event - (leave blank, trigger 3 is "the event" that runs this trigger at the right time)
    Local Variables:
                            Point 1 = Protoss Spawn
                            Point 2 = Terran Spawn
                            LCunit = No unit
    Conditions - NONE
    Actions -
                  Create a Zealot at Point 1
                  Set LCunit = last created unit
                  Add LCunit to Protoss Unit Group
    Repeat this for stalker and other protoss units
                  Create a Marine at Point 2
                  Set LCunit = last created unit
                  Add LCunit to Terran Unit Group
    Repeat this for Marauder and other terran units

    Trigger 5 - Terran unit Spawn
    Event - (leave blank)
    Local Variables:
                            Point 1 = Protoss Spawn
                            Point 2 = Terran Spawn
                            LCunit = No unit
    Conditions - NONE
    Actions -
                  Create a Marine at Point 1
                  Set LCunit = last created unit
                  Add LCunit to Protoss Unit Group
    Repeat this for Marauder and other terran units

    Posted in: Triggers
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    posted a message on Creating and ordering units to attack

    @Kurdaj: Go

    I am willing to help you. It will take me about ten minutes to write a full response (while I'm waiting for help with my problem).

    Posted in: Triggers
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    posted a message on Create Actor (Medium Fire) Bug

    @EdwardSolomon: Go

    Has anyone reviewed this yet?

    Posted in: Triggers
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    posted a message on Create Actor (Medium Fire) Bug

    I am having an issue with a Create Actor Trigger.

    I am creating 8 Medium Fire actors, scaling change x:400%, y:400%, z:150%

    When these actors are created in the game they disappear almost immediately. Occasionally only half of them disappear. The time in which they disappear is within 0.5 to 1.5 seconds after creation. I have copied the portion of the trigger that is responsible for their creation below.

    General - For each integer A from 1 to 8 with increment 1, do (Actions) Actor - Create actor Fire Medium at point Firepoint[A]

    Posted in: Triggers
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    posted a message on Need improved skin quality for an old model.
    Quote from Aenigma: Go

    Cool model, although I must say it in no way looks like any variation of the Enterprise I've ever seen. What reference were you using?

    I was actually mixing some concepts.

    I took the main body of the craft and the lower fuselage directly from the Stark Trek Model (you can see here http://www.startrekmovie.com/forums/showthread.php?p=220153). However, for the sake of Warcraft 3, I had to leave off those top top rectangular figures that are attached to the v-bracket coming from the lower fuselage, this is because I would nearly impossible to make an Air-to-Ground attack look realistic, with the projectile flying through the hull of the ship that fired it! Thus I decided to (here comes some extreme trekie hate) burrow from Star Wars and used Cannon like figures. The front cannon, consisting of one large single barrel placed on the bow of the ship, is the Air-to-Ground weapon. The two dual-pulse cannons of the left/right rear of the ship are the rapid burst Air-to-Air Weapons, I got this idea from the Millennium Falcon.

    Posted in: Artist Tavern
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    posted a message on Need improved skin quality for an old model.

    @Sephiex: Go

    Quote from Sephiex: Go

    There was someone in my 3D modeling classes that made a much better Enterprise. Unfortunately I don't have a way to get it, though....

    Yes, but in Warcraft 3, you need to keep the poly count EXTREMELY low, like below 300. I wouldn't mind seeing your friend's model though, since Starcraft 2 can pus 4000-6000 polys on a single unit (technically warcraft 3 can too, but it lags something aweful).

    EDIT: I've been thinking of completely remaking the model anyway, I'll hit this forum up when I do. Thanks for the link by the way.

    Posted in: Artist Tavern
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    posted a message on Need improved skin quality for an old model.

    Hello, my name is Edward. About a year ago I created a USS Enterprise model for Warcraft III, however as Starcraft 2 is about to be released, I would like to reskin this model using higher quality (nearly realistic) skins.

    There is a link to The Hive Workshop (below) where you will find 5 screenshots of the old model. In order to obtain the model itself you will need to e-mail me at [email protected]. The model was made in Gmax, thus you will must be able to open a .gmax file.

    http://www.hiveworkshop.com/forums/modeling-animation-276/small-project-model-animations-already-complete-173749/#post1654438

    Whoever is so kind as to make the skins that I require, will receive full and equal credit for the model.

    Thanks

    EDIT: If you have a good idea, but require a change to the model for it to work (slice a frustum into two frustums, slice a sphere into multiple sections, etc) please let me know.

    Posted in: Artist Tavern
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