• 0

    posted a message on Playing a Singleplayer map?

    When i search all i find involves opening the editor, opening the map you want to play, and then hitting Test Map button in order to play a singleplayer map that wasnt designed to be uploaded to the server.

    But every map i download and try to play that way, its all glitchy with crap that the maker obviously didnt do because its preventing gameplay.

    Case in point, Storm's Keep, when i play it through the editor all the text comes up as Parum/Value/random numbers and letters. That sounds like a glitch because youre not playing it through battlenet to me, but of course you CANT play it through battlenet because of the popularity crap blizzard introduced.

    Any other ways to play these maps by chance, or is there a way to upload these maps privately so you can play it online? Every time i try to do that it says name taken no matter how i change it.

    Posted in: General Chat
  • 0

    posted a message on [Trigger] Crosshairs

    Is there any way to "draw" crosshairs into the game so you can tell where you are aiming in a 3rd person type map? Or better yet a straight line from your weapon (or in my case, cannon) going out where you are aiming that ONLY you can see?

    Trying to find a way to get rid of the issue all the 3rd person games i find have - aiming is a pain in the butt when blind

    Posted in: Triggers
  • 0

    posted a message on [Request] Crosshairs

    EDIT: Delete/lock this, right as i posted it i realised it wouldnt work very well with my map

    Posted in: Requests
  • 0

    posted a message on [Video] Doodad Hunt - NOW OPEN BETA

    Unlike haunted temple where it was boring if you werent constantly running around and changing hiding spots, this one is hilarious.

    Me and another guy were two little rocks hiding by a bigger rock almost right by the spawning point. Every time the seekers, bounty being one of them, came by and missed us we laughed our ass off lol.

    Tho i gotta admit the music makes the game.

    Posted in: Project Workplace
  • 0

    posted a message on [Trigger] Cliff detection

    Ok i dont think that trigger is a good idea. Even with just 1 player the game litterally halts for a split second for the trigger to kill the unit. Plus the unit still drives up the wall before it gets killed anyway.

    Back to the region idea.

    Posted in: Triggers
  • 0

    posted a message on [Trigger] Cliff detection

    Ooooo think i'll use that! It sounds like that prevents the unit from going UP but not DOWN a cliff, which would be realistic and actually have a meaning to going to a higher level.

    Posted in: Triggers
  • 0

    posted a message on [Trigger] Cliff detection

    Its late and i just closed my editor so i dont feel like pasting the trigger, but basically it was a simple trigger to track where your camera yaw was, and when you click the left mouse button a unit was spawned that would patrol 20 units away with a narrow aggressive window so you had to "hit" the enemy before the unit would attack it. Supposedly that tactic is less lag vs the region one, which is more accurate.

    Before, when it was working, i'd click the left mouse and zoom missile-looking unit would zip out 20 paces and explode, or hit a unit i aimed at. Now it just sits there after it spawns.

    Im just starting over. Really all i had was controls and the shooting down anyway, the terrain was random crap. Im sure i changed a bunch of stuff i probably shoudnt have lol.

    EDIT: Changed my map idea for the time being to be a bit flatter and straight so i can use regions to block the cliffs. Perhaps if the map hits off and i get better at triggering, i wont need it because i'll have an Arcing weapon lol (or i just find a way to prevent it from going UP a cliff). Multiple maps are always nice in an arena anyway.

    Posted in: Triggers
  • 0

    posted a message on [Trigger] Cliff detection

    Might just do the region thing this is my first SC2 map.

    Tho right now i got a bigger issue. For some reason the missile straightup stopped moving lol i have no idea why. Didnt change anything other than the unit itself, and its movements are identical to the other one.

    Posted in: Triggers
  • 0

    posted a message on [Trigger] Cliff detection

    Is there a way to make a flying unit detect whether or not its going over a cliff via triggers? Im trying to make the shots from my tanks explode if they hit a cliff. Right now they just fly over it lol. And making them Ground means them just avoid it.

    Posted in: Triggers
  • 0

    posted a message on [Trigger] Lagless WSAD

    Far as i can tell ASDW controls will always lag untill someone finds a way to make the key-pressed trigger without the periodic event every .015 seconds or player viewing angle variables being tracked. Thats where it comes from because its making the came constantly do stuff. Till you reach 6 or so players it usually isnt that bad, typical internet delays such as .2 or so second lag, but after 6 players is when it usually gets bad. Not sure how bounty got his map to 9 without this issue. The rat wont let me look at his triggers lol.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Trigger] Camera facing attacks

    No idea why i didnt see that before lol now i feel dumb.

    Now i just need to put in a cooldown and make it explode if it hits a cliff wall.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Trigger] Camera facing attacks

    All the tutorials im finding regard Unit Facing, not Camera facing triggers and variables. Ive been tryin to figure it out myself how to create a projectile weapon that launches out whatever direction your camera is facing, but no luck.

    Doubt i need to say this but i will anyway. Im making a tank arena game, and i need to let the player's aim the turret regardless of which way they are moving. Not sure if its possible to make the turret move, sadly, but i need the projectile to shoot whatever way im facing regardless. Giving it an arc would be cool but majority of SC2 wouldnt like that because its too complex. Straight lines it is.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Tutorial] 8-Way WASD Movement

    I did. Note that i said "i changed the folder id"

    Posted in: Tutorials
  • 0

    posted a message on [Trigger] Animations involving Camera Facing

    I know the Siege Tank is capable of rotating its turret despite which way it is moving. In my map i wanted to have the tank's turret face whichever way you had the camera facing not only so it looks cool on your end but show other players what direction you are facing. I remember in WC3 there were ways to move a specific piece of a unit, such as their head, and make it follow something. I am unable to find this mechanic in SC2 and was wondering if its even possible.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Trigger] 8 Directional Control Keys

    I already double checked my work and im currently triple checking it, but the unit doesnt move. I did everything you posted, variables n all. Only thing different is names, since im bound to get confused if i dont add P1 to everything once i add more players so i just did it now.

    I would expect the unit to atleast do SOMETHING if i messed up though.

    EDIT: Triple and quadruple checked it. Everything is how you posted. All the offsets are correct for moving and i dont have the turn off/on triggers mixed up. What gives?

    EDIT: Went with another idea. It isnt a fixed direction so its affected by camera angle, but not like its hard to switch which button your holding if you wanna flip the camera around

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.