• 0

    posted a message on Combat Acquisition?

    Mmmm I think you can bypass that problem maybe..? Basically when you respawn, set a point to that location, and then order all your enemy dudes to attackmove to that point.

    I might just be missing the point tho.

    Not sure if this is what you want, but the sight radius field is under the units/stats tab all the way at the bottom. I think that there's no acquisition distance seperate from the sight dist. per se. I get the feeling that if the unit can see an enemy, it moves to weapon range and then attacks.. could be wrong though.

    Posted in: Miscellaneous Development
  • 0

    posted a message on making units randomly miss

    Remember in the campaign the ability that you could research for wraiths that would make 20% or whatever of attacks against them miss? Take that, copy it, and then remove the cloaking flag requirement? That's more 'unit-side' attack missing, so maybe that helps?

    Posted in: Miscellaneous Development
  • 0

    posted a message on FPS Engine - Download and use it as your own!

    So version 0.5 will be posted tomorrow. I implemented a health system, smoothed the movement somewhat although not altogether, implemented a preliminary vehicle shooting system, and I created a proper options menu you can access through hitting the O key where you can select either arrows or WASD for movement, and either spacebar or left mouse click to shoot of your gun. Ammo system will likely be implemented in 0.5 by the time I update it as well.

    Anybody else download this map? Surely somebody else must have something to say about it, good or bad! I'd really appreciate the input because anything I can do to make it better is something I absolutely want to do.

    Quote from zeldarules28: Go

    I have it at 25 because my camera is above unit, not on the ground with him...but maybe it is too high, Ill take a look. Thanks for the help!

    I don't know if you're comfortable with doing it, but if you want you can email me your map and I can take a look at the trigger. I'm not sure I totally grasp what the problem is and so as a result I'm not sure what to recommend to fix it. If I could get a look at the map itself so I can really thoroughly examine the triggers and use the test map thing to see directly what the problem is I think I'll have a much better chance of actually figuring out a fix for it.

    If you're indeed interested, PM me and I'll send you my email address.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Warhammer 40 000 Conversion Team

    I can model and animate and uv-unwrap pretty much anything relatively quickly. You don't need to limit yourself to custom weapon models when you can have custom unit models. Up to you, if yer interested shoot me a PM

    Posted in: Team Recruitment
  • 0

    posted a message on FPS Engine - Download and use it as your own!

    K I'll check out the thing and see what I can figure out. For starters, that Z value seems awfully high. Air units fly at height of approximately 3, so a z value of 25 seems really really high.

    IN OTHER NEWS: PATHING! Hooray! check it out guys, no more walking thru cliffs or units, and it works without a dummy unit.

    Next up on the list is either enemy AI or vehicle weapons, I'm not sure which.

    Posted in: Miscellaneous Development
  • 0

    posted a message on FPS Engine - Download and use it as your own!

    Hah! Got that shit down. So now you can't walk over the cliffs.

    Will upload in morning, this was too too much triggering for one day!

    Posted in: Miscellaneous Development
  • 0

    posted a message on FPS Engine - Download and use it as your own!
    Quote from zeldarules28: Go

    Did you ever get the unit height thing you were looking for? Ill edit this once Im done testing the map

    edit- nice engine. Im going to use the traceline in my map, if thats ok. I didnt realize it was true FPS, I though it would be third person.

    Please do, that's the whole point. I started working on this when I looked for a FPS/TPS engine I could borrow (with mapper's permission) that I could use in my campaig I'm working on. None of them were to my liking, so I want people that are having the same problem finding an engine or trace or whatever to have another option in the form of this map.

    Quote from martinolsson: Go

    @BacklitAvenger:

    Ahh, sorry BacklitAvenger. My bad for skimming through the text! I will try the map again :)

    EDIT: I tried the map again. The shooting was good, I liked it! :) All I can complain about now is the movement.

    Is all good. Right now I'm working on pathing for it, since there's no unit at the camera target position in FPS mode. I've got a function that can detect if the player's trying to move into an area where they shouldn't (like through/over a cliff), but I'm having problems adapting my movement trigger to use that function. The way the movement trigger works is that based on whether or not the keys are down, a point called 'camera location' is moved a certain interval in the direction specified. That trigger's run at .01 second intervals (which is what creates the stuttering you mentioned). Then there's a trigger that runs at 0.0 second intervals when a key is depressed that sets the camera bounds to a circular region centered on 'camera location' with a radius of .01.

    So logically, at least to my mind, by running an if/then argument with my pathing function returning a boolean (ie is the point that you're trying to move to a valid point to move to) and then only moving the 'camera location' point if the function returns true, I should have a trigger that only moves 'camera location' when the destination point is valid. The problem is that for some reason even though the function is returning false when it should, the 'camera location' variable is moving anyway. And that I can't seem to explain.

    Posted in: Miscellaneous Development
  • 0

    posted a message on FPS Engine - Download and use it as your own!

    Okay updated the file with WASD instead of arrows. Use the letter O key to switch between WASD and arrow keys for movement.

    Posted in: Miscellaneous Development
  • 0

    posted a message on FPS Engine - Download and use it as your own!
    Quote from martinolsson: Go

    @BacklitAvenger:

    I tested your map and I found the movement being very choppy. I was also not able to fire any projectiles. At the state it is in at the moment, I wouldn't rate it very high.

    Sidenote: I'm also curious to why you chose the Arrow keys as movement keys by default (I'm not saying it's a problem, 'cause it isn't - I'm just being curious :P).

    Uh, why couldn't you fire any projectiles? You weren't trying to use the mouse button were you because I listed the firing key as the spacebar in the post =P

    Posted in: Miscellaneous Development
  • 0

    posted a message on FPS Engine - Download and use it as your own!

    Any comments/critiques?

    Posted in: Miscellaneous Development
  • 0

    posted a message on FPS Engine - Download and use it as your own!

    Oh and I forgot to mention that the pathing isn't implemented yet. So you can walk thru units and walk up cliffs. Will implement a pathing trigger in the next version.

    Posted in: Miscellaneous Development
  • 0

    posted a message on FPS Engine - Download and use it as your own!

    [stupid] Me [/stupid]

    ...

    Attached. I was gonna do that originaly but I didn't see the attach link and I figured attaching was disabled in this forum. Stupid indeed. Anyway is attached now.

    Posted in: Miscellaneous Development
  • 0

    posted a message on FPS Engine - Download and use it as your own!

    Hey updated with a rapidshare link. Link

    Unfortunately it'll only last ten downloads, so if someone else with a non-free account at rapidshare could upload it that'd be great!

    Posted in: Miscellaneous Development
  • 0

    posted a message on FPS Engine - Download and use it as your own!
    • UPDATED: MAP IS ATTACHED TO THIS POST*
    • UPDATE: in version 0.5 there's now a preliminary vehicle shooting function. Health bar has been implemented, and there's now a proper option menu you can open/close with the letter O key where you can switch between WASD and arrow keys to move and switch between spacebar and left mouse button for shooting.
    • UPDATE: there's pathing now in FPS mode. So you can't walk up a cliff and you can't walk through a unit.*

    This is a beta of my FPS engine.

    BacklitAvenger's FPS Engine v 0.4

    WHAT IS WORKING

    There's four weapon types:

    Instant - makes the weapon effect appear at the trace collision point, whether unit or ground Projectile - makes a projectile that flies to the trace collision point, whether unit or ground AOE constant - used for flamethrower, basically adds all the units within the AoE to a unit group and then does the selected weapon damage while the spacebar is held down it will cycle the firing mechanism, so that you continue to spray flames as long as space bar is down Linear Constant - basically runs the projectile op a bunch of times. this is for autocannons, gatling guns, fully automatic weapons, etc.

    Each weapon is defined by variables, so to change the range, just alter that one variable for that weapon.

    damage is applied by a custom effect that has no graphics, because the traceline handles making the hit graphic appear

    There are 4 actual weapons, one to exemplify each type of weapon operator. Rifle, which is instant, rockets, which are projectile, flamethrower, which is AoE constant, and autogun, which is linear constant

    movement is with the arrow keys. It would be changed to wasd in about five seconds flat by changing up the key trigger.

    this is a beta, meaning that while the vehicle system is there, it's not finished. you can get int and out of them, but the firing triggers aren't different for the vehicles yet, so weapons and vehicles don't work well together.

    There's some stuff built into this to keep memory use down. example is the 'set camera bounds' trigger that moves the camera is off when theres no movement taking place, etc. basically turning off triggers that would be called but not complete due to conditions not being fulfilled.

    WHAT IS NOT WORKING

    vehicles shooting

    enemy ai

    FPS->TPS and back custom action is messy (camera wise)

    multiplayer support (moot point till lag is fixed)

    hp, ammo count, UI

    but I figure it's decent right now so if the triggers in it help anybody out, coolio.

    commands:

    spacebar - shoot

    arrow keys OR wasd - move

    letter O key - switch between arrow keys and wasd movement

    mouse - look around

    period - cycle forward thru weps

    comma - cycle back through weps

    letter q key - release the mouse (no trigger to reverse this)

    letter v key - get in/out vehicle

    teal units are vehicles you can get into, white are non-hostile enemies. once AI is implemented there'll be red, which would be hostile. white units are just there so you can test the weapons on them.

    if you want to put units other than marines, goliaths, tanks, or science vessels, you'll need to enter e height value for them in the global data bank first.

    you'd do this: save real value . at string "unittypename" where . is the height value of the unit and "unittypename" is the exact string of the unit type's name, because the unit hit detector calls the value from the databank to see if it hits based on a string that is the potentially hit unit's type.

    i'm hoping the triggers don't get all messed up name-wise because everything's super clearly labeled and whatnot.

    sorry the map is so plain. the idea is to get the guts of the engine working before anything else. there's terrain height and cliff changes to demonstrate the trace taking terrain height into account

    Steal the code and make it better!

    EDIT: forgot to mention if you drive the tank, the left and right arrow keys aren't strafe anymore, they're to turn the tank. when riding a tank the mouse will be rotating the turret, but that's not working yet.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Z - ground height

    Yeah, basically I got a working FPS engine with everything, but the damn trace is based on the sine and cosine of the camera angle rather than tangents like I've seen in a lot of other such maps. It works dandy on level ground, but the projectiles dip and rise with the terrain if it's uneven. So I figure okay, i'll just subtract the difference in the ground heights and then voila, it will be a trace-LINE again rather than a trace-a-curvy-path. But nope.

    I'm starting to wonder if it is a problem somewhere else in the trace trigger that's throwing off the measurements, but I can't for the life of me figure out what it is. I wanted to put the finished map out as a FPS/TPS engine for other people to use, but if neither of us can figure it out I guess I'll put up the unfinished map. Is just rather unprofessional putting out a broken/unfinished product.

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