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    posted a message on Missile Death Animation - Ammo Unit Death Animation

    @Claymuffin: Go

    Bump

    Posted in: Data
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    posted a message on Missile Death Animation - Ammo Unit Death Animation

    @DrSuperEvil: Go

    And? You found anything?

    Posted in: Data
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    posted a message on Missile Death Animation - Ammo Unit Death Animation

    @AnOddRadish: Go

    Barrel explosion is pure buff behavior and damage effect, there is no actor linked to it... it trigger upon unit death, which usually trigger the death animation simultaneously...

    I'm trying by all way to get my missile ammo unit have a death animation, but I can't. can someone try to do it and tell me how they did? I kinda really tried hard on all field related to death animation and founf nothing. I even checked the weapon to make sure it cause a "blast" death type and that the response of the death animation of the ammo unit would be the yamato impact model...

    I just don't know what went wrong all this time, I tried it like 5 time...

    Posted in: Data
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    posted a message on Missile Death Animation - Ammo Unit Death Animation

    I'm trying to have one of my ammo missile unit have a death animation when killed by a point defense drone. I also added the barrel explosion behavior, so even if the missile is destroyed on it's way with the point defense drone beam it will still explode and make damage to surrounding units.

    I'm using this to make protective shields that stop missile upon contact.

    All works well aside from the ammo missile unit never displaying any animation whatsoever... I tried all field known. IS there any bugs known about this?

    Posted in: Data
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    posted a message on Map and Minimap Scrambler

    @BasharTeg: Go

    Wow nice... Seem I'm completely still thinking triggers the wrong way :D. I will definitely need more practice...

    I will need a periodic event that check it as much as possible since players will be building lots of radar jammer and constantly destroying the ennemy one. I will make it work with a period of 1 sec and then go lower and lower until I reach a breaking point. Once it works well with region center, I will try a random point instead. I'll let you know if it works well after that.

    O and BTW, do you know of any good screen recorder program like Fraps but that work for Mac? I've wanted to be able to show video for a long time but could never do it... I don't mind paying a resonable price for the software as long as it's quality and updated for free (just like fraps at 30$).

    Posted in: Triggers
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    posted a message on Map and Minimap Scrambler

    @BasharTeg: Go

    I successfully managed to mimic your action definition trigger and understand everything of it aside from last line, my head just does not commute this line of math and it's logic. After, I wrote another trigger with a 1 sec periodic event turning "on" the trigger creating the jammed area. (incomplete version displayed below)

    Unfortunately, I'm stuck at many different parts. The first is that I don't know what to refer to in the event. Using the 0-0 coordinate of the map grid variable will only make the trigger work for one region (the one at the 0-0 coordinate). How do I make it refer to the 41616 possibilities that this 204*204 array region variable can define?

    Also, I don't know how to define the next trigger event that I will need to make. I need to make every map grid region not in range of any units of unit type = radar jammer to be set to explored for all players. I can't seem to find an event related to a region and unit proximity that work for me.

    In a periodic event, does the "enter" refer of a unit being in the region and the "leave" refer of no unit being in the region when the trigger fires? I Just don't know how to make a "when no units in range of center of point in "any" map grid region, reveal region to all players".

    Should I even use a boolean array checking every region? It could be an easier way to check if the region is within a jammed area or not and then proceed with the good action to set it's visibility state and to which player. Consider that jammed area apply for the whole enemy team, both team being made of 7 players.

    Here it is :

    Check Radar Jammer Yes
        Events
            Unit - Any Unit Enters within 12.0 of (Center of Map Grid[0][0])
        Local Variables
        Conditions
            (Unit type of (Triggering unit)) == Radar Jammer
        Actions
            Player Group - Pick each player in (Enemies of player (Owner of (Triggering unit))) and do (Actions)
                Actions
                    General - Repeat (Actions) forever
                        Actions
                            Visibility - Change visibility for player (Picked player) to Unexplored within Area and Do Not check cliff level
    
    Posted in: Triggers
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    posted a message on Map and Minimap Scrambler

    @BasharTeg: Go

    I'll try your solution first since I need to learn how to set that kind of stuff, then I will try the creep solution to and see which one fits the better.

    Earlier you said "Then you need to periodically run a loop checking if each region is within X of a scrambler unit (you said 12.5?) You can go off of the center of the region for your point, or a random point in the region for a neat effect :)"

    What do you mean by "a neat effect"? What going of the center of the region will do? My first language is not english and I didn't understood that part. If you can plz explain it to me :D

    Posted in: Triggers
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    posted a message on Map and Minimap Scrambler

    @BasharTeg: Go

    Ty for your answer BasharTeg. One thing remain unexplained to me : How do you make the X by Y grid square of the map turn to fog of war individually? I never found out how to apply fog of war only to a specific region or part of the map.

    You said : "else set that region to unexplored for everyone except the owner of the scrambler"

    How do you specifically achieve that? I really searched a good 3-4 hours in every corner of data and triggers...

    I'll give you some new after I try your region technique. Also, I tough of another way : Creep. If i can make creep cover all map for both players (team actually) and remove creep of a specific team within a created scrambler radius, it will remove their vision over the area in a nice neat circle and might cause way less lag in the long run and calculations.

    The problem associated to that solution is that I still don't know how to remove the creep texture to set it to nothing, so it can be totally transparent. Haven't found it in the data (event) to try to set opacity at actor creating to 0%.

    Posted in: Triggers
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    posted a message on Map and Minimap Scrambler

    @Claymuffin: Go

    Update : Bibendus had the same problem back in october 2010 on this tread. I sent him a PM and I'm waiting for an answer. It seem the main problem is that the fag of war is linked to the black mask. You can turn of black mask on fog of war, but it seem you can't have the fog turned down with black mask still working.

    If anybody got the solution yet, I'll be glad to be informed of it :D

    Here is a copy of the message I sent to Bibendus :

    "I do have the exact same problem that you had back in october 2010 and no answer were given to this tread Black Mask Without Fog of War.

    Have you found any solution to that yet?

    In my map, everything has to be revealed to all player and they can build some "radar jammer" that would set up circular black mask upon jammed region to the opposing team, thus hiding parts of the map to your enemies. Black mask would be updated each 0.5 seconds to mimic the fog of war in jammed regions.

    For that I need black mask operational without the fog, since everything had to be kept revealed outside of jammed areas.

    Ty for your help."

    __ I sent another message to Bibendus : ____

    "I made further test to discover some stuff I misinterpreted...

    In the fog of war there is 2 different things. The first is fog itself that come back when you leave a zone and the second is the "unrevealed" darker fog zone that was never explored before.

    When I talked about the black mask, I was actually talking about the unreaveled zone of the fog.

    Is there any way to get a fog of war that doesn't grow back? If yes then I can probably set some region as "unrevealed" with triggers, thus making only parts of the map covered by the fog of war."

    Posted in: Triggers
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    posted a message on Map and Minimap Scrambler

    @Jentzsch: Go

    Ok ty, I fixed the scrambler trigger and the alliance trigger which could have messed things up... Now I'm back at trying to figure out a way with the revealer problem. Here is the new trigger:

    [NYI] Scrambler Activation
        Events
            Unit - Any Unit creates a unit with ability Any or behavior No Game Link
        Local Variables
        Conditions
            (Unit type of (Created unit)) == Radar Jammer
        Actions
            Variable - Set Scrambler = (Last created unit)
            Variable - Set Scrambled Region = (Region((Position of Scrambler), 12.5))
            Region - Attach Scrambled Region to Scrambler with offset (Point(0.0, 0.0))
            General - While (Conditions) are true, do (Actions)
                Conditions
                    ((Triggering unit) is alive) == true
                Actions
                    Player Group - Pick each player in (Enemies of player (Owner of Scrambler)) and do (Actions)
                        Actions
                            General - Repeat (Actions) forever
                                Actions
                                    Visibility - Change visibility for player (Picked player) to Unexplored within Scrambled Region and Do Not check cliff level
                                    General - Wait 0.5 Game Time seconds
    

    Edit : I have NO IDEA on how to achieve that... To keep new readers up to date, the whole map is to be revealed at all time to all player. Players have the opportunity to create a unit caller a radar jammer. This unit has to create a circular fog of war for the opposing team.

    One main goal of the map is to jam as much area as possible to hide your units, allies and structures from enemies.

    Posted in: Triggers
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    posted a message on Map and Minimap Scrambler

    @Jentzsch: Go

    Well... Bump...

    Also, I need a way to create a region only with trigger and haven't found a way to do it. If not, it will be a pain in the ass to solve the first problem.

    Posted in: Triggers
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    posted a message on Map and Minimap Scrambler

    So after posting in the data section and being tell that minimap, map fog of war and visibility are the trigger domain, I am now moving it in this section XD

    What I want :

    In my map, the whole map is always totally revealed for all players (there are 2 teams of 7 players). One of the map challenge is to place some specific unit on the field of battle called "Scrambler units". Upon birth , they will create a black fog of war (the one that never shows explored area) around them, thus hiding your units and structure in this part of the map. It will be a key feature to keep your units safe and out of sight.

    The scrambled area does not affect unit sight, but only the fog of war presence.

    Here some the trigger :

    I need a trigger that create a region (R 12.5) attached to a unit when it is created (spawning pool, as the debug and test unit). The unit will hide a portion of the map by creating a circular region of fog of war to the enemy team until the unit dies.

    Problems :

    Remember that initially, the whole map is revealed to all player and remain visible all game long until some scrambling unit are sent out on the field of battle. I don't know of to make a created fog of war override the "playable map area" revealer I made at map initialization. This mean that even if I make a region of fog of war, the region will stay revealed because of the initial map revealer.

    Secondo, it seem I can't manage to create a region by trigger and set it as a variable to refer to it later.

    Anybody can heap on this?

    Variables:

    Scrambled Region = No Region <Region>

    Scrambler = No Unit <Unit>

    Scrambler Activation
        Events
            Unit - Any Unit creates a unit with ability Any or behavior No Game Link
        Local Variables
        Conditions
            (Unit type of (Created unit)) == Spawning Pool
        Actions
            Variable - Set Scrambler = (Last created unit)
            Region - Add a Positive circle centered at (Position of Scrambler) with radius 12.5 to (Playable map area)
            Variable - Set Scrambled Region = (Region(Preset))
            Region - Attach Scrambled Region to (Last created unit) with offset (Point(0.0, 0.0))
            General - While (Conditions) are true, do (Actions)
                Conditions
                    ((Triggering unit) is alive) == true
                Actions
                    Player Group - Pick each player in (Enemies of player (Owner of Scrambler)) and do (Actions)
                        Actions
                            General - Repeat (Actions) forever
                                Actions
                                    Visibility - Change visibility for player (Picked player) to Unexplored within Scrambled Region and Do Not check cliff level
                                    General - Wait 0.5 Game Time seconds
    
    Posted in: Triggers
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    posted a message on Fog of War - Minimap Scrambler

    So here it partially is, I am stuck with a precise section of the trigger. I can't make any reference to a created positive circle, thus not behing able to set my "scrambled region" variable.

    Scrambled Region = No Region <Region>

    Scrambler = No Unit <Unit>

    Scrambler Activation
        Events
            Unit - Any Unit creates a unit with ability Any or behavior No Game Link
        Local Variables
        Conditions
            (Unit type of (Created unit)) == Spawning Pool
        Actions
            Variable - Set Scrambler = (Last created unit)
            Region - Add a Positive circle centered at (Position of Scrambler) with radius 12.5 to (Playable map area)
            Variable - Set Scrambled Region = (Region(Preset))
            Region - Attach Scrambled Region to (Last created unit) with offset (Point(0.0, 0.0))
            General - While (Conditions) are true, do (Actions)
                Conditions
                    ((Triggering unit) is alive) == true
                Actions
                    Player Group - Pick each player in (Enemies of player (Owner of Scrambler)) and do (Actions)
                        Actions
                            General - Repeat (Actions) forever
                                Actions
                                    Visibility - Change visibility for player (Picked player) to Unexplored within Scrambled Region and Do Not check cliff level
                                    General - Wait 0.5 Game Time seconds
    

    Anybody know a better way to create a region than a positive circle? Or to simply make a created positive circle to be set as a specific region that I can attach later on a created unit?

    Posted in: Data
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    posted a message on Fog of War - Minimap Scrambler

    Is it possible to make a unit create a circular fog of war around him upon birth and until it's dead? Thus hiding chosen parts of your map from your enemies. In the map I wanna make, the whole map is revealed to both team, players have to place specific units to scramble the minimap of their enemies.

    I know it's probably easily made via trigger... But I'm sure there is a way to work it out in data only.

    Posted in: Data
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    posted a message on Changing tint color of missiles

    Hello guys,

    I tried this solution to change the tint color of my hyperion attack missiles and it doesn't work. Here is what it propose.

    Actor event :

    -Actor creation

    +Set tint color (I did tried different color values and HDR)

    Anybody know why?

    Posted in: Data
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