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    posted a message on Terrain hiding help

    @thommiej: Go

    just closed my editor, i tried that before but i couldnt get it working, ill try again tomorow

    Posted in: Triggers
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    posted a message on Terrain hiding help

    In the map Vectors, they showed examples where they hid all the terrain etc from view except the area they wanted to be viewed, this way, even looking from a 1st/3rd POV, the lagg was minimal. I need a system like this for my side scroller, help?

    thanks

    Posted in: Triggers
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    posted a message on Looking for help.

    one of the first tutorials i followed cause it contained the said WASD movement

    Posted in: Triggers
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    posted a message on Camera Height question

    i still dont really understand under what conditions u want the camera to move and stuff :S

    what do u mean by "not effected by terrain?"

    do u mean that when the unit goes on higher terrain, the camera remains at a lower level?

    Posted in: Triggers
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    posted a message on [UED units]Hero Solar Marines

    brillianto

    Posted in: Artist Tavern
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    posted a message on Camera Height question

    o jeez sounds gay.

    Um, i once (upon a time) was messing around with a battlefield map i thot i might try to make out and i used a periodic timer to follow each of the players characters. By doing this at a respectable rate, i made the camera constantly pan to the units position offset by y distance so that the camera was always a bit higher than the unit... i think this worked out well?

    sorry if it doesnt help, its very hard to tell what ur exactly asking for. or at least its very hard to see what your problem is. maybe a Dudd map upload which shows ur problem? meh

    Posted in: Triggers
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    posted a message on unit placement at start of round

    I am a trigger kinda guy so my response is using triggers:

    create a new trigger, name it what ever u want. then, if each unit is created at a different point, create a If-Then-Else action.

    For the If condition, create a 'controller of player' comparison. set the condition to make it so that the player must be a user for the action to occur.

    in the Then, place out your actions for your unit creation for player one.

    Copy paste the If-Then-Else and change the values to suit the needs of your other players

    hope this helps.

    Edit: Set the event to launch on map initialisation if u want this to be their starting points. If u want a delayed starting point, put a wait timer before any of the If-Then-Else actions

    Posted in: Triggers
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    posted a message on Requirement Condition?

    Condition: type: comparison found in list under upgrade count for player

    choose the upgrade, the player, and wether the trigger will run when the upgrade is qued, completed, or other (its all spelled out in their names)

    Have Fun.

    Posted in: Triggers
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    posted a message on [Solved] Turning units

    Thanks Ousnius, i was playing around with the editor this morning and found a similar solution to urs, however yours is slightly cleaner, cheers

    Posted in: Triggers
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    posted a message on Ordering all units to use their skill number x?

    i dont think so

    Posted in: Triggers
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    posted a message on [Resolved]How to add a specific unit to unit group?

    i dont believe this will work... Events do not change according to a change in variable like adding a unit to a unit group variable. Rather, you would have to say any unit dies, and make one of the conditions: triggering unit=hydralisk

    Hope this helps

    Posted in: Triggers
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    posted a message on [Solved] Turning units

    In my map i have a ship which moves constantly in one direction. When pressing the right or left keys, i want the unit to smoothly turn in that direction while not slowing down (at least, not to the point it eventually stops)

    i think a while ago they had something like this in car maps and they were able to achieve this kind of effect, anyone know how?

    Posted in: Triggers
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    posted a message on [Help/Abilities] Unit creation in region

    If any of you have played marine arena then i am doing something similar to that where i call down several marine to the playing field. However i only want mine to be done in a certain play region which remains un-moving. This can be done around a invisible unit if it must, i just need to know how to do it.

    I can easily do it in triggers, no problem, but im worried about the lagg that would cause and im horrible at data editting so i really need help here.

    ty

    Posted in: Data
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    posted a message on Star Craft Battle Ops

    A more multi-player based arena map than my other in production. Made more for my friends than anything. (battle field influenced, although ive never played the game)

    Tell me what u think and give me some ideas because im still pretty early in production and am brain storming some ideas.

    Heres what ive got so far:

    8-player compatible: 2 teams of 4

    Each team spawns with 4 'commanders', with 4 available classes with customization (Scout, Engineer, Medic, Assault). Each commander is capable of calling down (spawning) different squads with different strong and weak points. By commanding these squads around the map, along with your commander, you are pitted agaisnt the opposite team in combat over various capture points, capturable with units, faster with commanders (units must still be present).

    Vehicles are located at different objective/base points which can be piloted by commanders and units (to a lesser degree)

    Ive been thinking to make the commanders fire on a projectile base to make it more exciting while units combat as normal. This will give me access to features like destructible barriers, destructible sand bag protection etc.

    But enough of that. Heres what i really want all your opinions on:

    The camera is locked onto your commander unit unless you enter command mode, which renders your unit commander unable to fire and vulnerable but allows you to navigate your units around the field. On exiting command mode, you again forced to follow your commander with the camera.

    I dnno.. kinda hard for me to decide how to do it. At one point i was thinking that you control a squad and one player is a commander and tells u where to go and... iono...

    Posted in: Project Workplace
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    posted a message on [Video] Doodad Hunt - NOW OPEN BETA

    OMFG U CHAMP, HNS FROM CSS WOOP

    Posted in: Project Workplace
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