What it is NOT:
Behavior "Carry Harvestable Minerals" (purely aesthetic)
Unit property Resources (for mineral fields and vespene geysers)
Unit inventory
Unit cargo
What that leaves?
Charges in the apparently inaccessible ability (lol thxbliz)
Flags on units, which will probably never be accessible or editable.
So I still haven't worked out the code, and it's boggling my head.
What's up there should be at least moving the units in a circle. I can see them definitely trying to face (it's going to have to be changed to SetRotation later, but that's a later problem).
The units all start lining up at the correct points along the ring of the circle, but they don't move along that ring. They just sit there.
Just kidding. But seriously, who doesn't want Link?
Should be simple enough. Just a gloved looking hand. For my purposes, I only need two animations:
Stand (can be 100% completely stagnant, don't care)
Swat (horizontal swipe). I tried to get a picture of him doing this. Google image search failed me.
Please keep the texture, poly count, etc. simple, Lower file size == best.
I did it with triggers. It is not working right.
The units are actually staggered correctly, oddly enough, but do not spin as quantum offset increases.
ProtossRevolutionsEventsTimer-Every0.1secondsofGameTimeLocalVariablesquantumoffset=(MissionTime)<Real>turrets=1.0<Real>turret_levels=1.0<Real>ConditionsActionsGeneral-While(Conditions)aretrue,do(Actions)Conditionsquantumoffset>(360.0*0.1)ActionsVariable-Setquantumoffset=(quantumoffset-(360.0*0.1))UnitGroup-Pickeachunitin(TowerPhotonCannonunitsin(Entiremap)ownedbyplayerAnyPlayermatchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)anddo(Actions)ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)Ifturrets>(360.0/15.0)ThenVariable-Modifyturret_levels:+1.0Variable-Setturrets=0.0ElseVariable-Setquantumoffset=(quantumoffset+(15.0*turrets))Dialog-Settestdiagvariabletextto(Text(quantumoffset)withAnyPrecisiondecimalplaces)for(Allplayers)Unit-Change(Pickedunit)heighttoturret_levelsover0.0secondsUnit-Move(Pickedunit)instantlyto((Positionoftowers[(Ownerof(Pickedunit))]) offset by 1.0 towards quantum offset degrees) (No Blend)
Unit - Make (Picked unit) face quantum offset over 0.0 seconds
Variable - Modify turrets: + 1.0
That depends on what you mean by "a specific unit".
If you create the unit using triggers, you'll want to use Mirvra's way, a global variable.
In my example below, you can use either condition if the unit is the only one of its type, or if it's a specific unit already placed on the map. In my example, I used a carrier.
EventsUnit-AnyUnitdiesLocalVariablesConditions(Triggeringunit)==Carrier[37.33,7.58]//Use this if you have a specific unit on the map(Unittypeof(Triggeringunit))==Carrier//Use this if you have a specific unit typeActionsPlayerGroup-Pickeachplayerin(Alliesofplayer(Ownerof(Killingunit)))anddo(Actions)ActionsGame-EndgameinVictoryforplayer(Pickedplayer)(Showdialogs,Showscorescreen)
This would make everyone who is allied with the unit that killed your magic game-winning unit victorious.
Like orbit!
Using DE!
I wonder how intensive it actually would be to move/rotate, move/rotate, constantly using triggers. I think it would be much more efficient to use pure data editor, if possible. Willing to accept either actors (I can translate them into turrets) or units.
Thoughts?
Interested. Playing, joining, etc. I hope that your campaign will be as diverse as the maps provided in WoL.
I'm capable in both the data editor and the trigger editor, though I'd only go so far as "intermediate" with either. My trigger skills are also notably stronger than my DE skills.
Suggestion for inspiration: In addition to old custom maps, Westwood made a pretty sweet RTS out of Dune. It even had coop levels for campaign, which had basically different units spawn depending on the number of players, much like the WoL campaign spawns different units per difficulty.
In addition to the main idea, I would like to (if possible) experiment with 3 and 4 player cooperative maps (a few, not a lot), and determine if they'd be more popular.
Also, I think it might be interesting to do a short campaign, and using what's learned from the design of the campaign, go back over it from a different (opposing) perspective, having the players play as the antagonists for the duration, and then going back over that to make all of the maps optionally PvAI or PVP for each mission, allowing you to choose a side.
I'm trying to get the site operations for an actor, basically listing its attachment offsets. I think I can get the attachment point, though it's less relevant and simpler enough that I should be able to backtrack to it.
I've tried several variations. Right now, my code looks like this:
0
Bump.
What it is NOT:
Behavior "Carry Harvestable Minerals" (purely aesthetic)
Unit property Resources (for mineral fields and vespene geysers)
Unit inventory
Unit cargo
What that leaves?
Charges in the apparently inaccessible ability (lol thxbliz)
Flags on units, which will probably never be accessible or editable.
0
Likely, and you are right about the CPU stress, but I'd really rather not muck around with modeling software.
0
So I still haven't worked out the code, and it's boggling my head.
What's up there should be at least moving the units in a circle. I can see them definitely trying to face (it's going to have to be changed to SetRotation later, but that's a later problem).
The units all start lining up at the correct points along the ring of the circle, but they don't move along that ring. They just sit there.
Anyone have any ideas why?
0
So I found a perfectly good (as far as I can tell, animated even) model here:
http://www.gmodfiles.com/view/3920
But it's in mdl format, standard for source engine.
Source modders get mdl into 3dsmax by decompiling:
http://chaosincarnate.net/cannonfodder/cftools.htm
And then importing the resulting smd file:
http://www.wunderboy.org/sourceapps.php#max9_smd
I was trying to at least get it into smd, but my steam files are apparently all on my other hard drive, which I'll now have to find.
0
The one on the left.
Just kidding. But seriously, who doesn't want Link?
Should be simple enough. Just a gloved looking hand. For my purposes, I only need two animations:
Stand (can be 100% completely stagnant, don't care)
Swat (horizontal swipe). I tried to get a picture of him doing this. Google image search failed me.
Please keep the texture, poly count, etc. simple, Lower file size == best.
Thank you.
0
I did it with triggers. It is not working right.
The units are actually staggered correctly, oddly enough, but do not spin as quantum offset increases.
0
That depends on what you mean by "a specific unit".
If you create the unit using triggers, you'll want to use Mirvra's way, a global variable.
In my example below, you can use either condition if the unit is the only one of its type, or if it's a specific unit already placed on the map. In my example, I used a carrier.
This would make everyone who is allied with the unit that killed your magic game-winning unit victorious.
0
Like orbit!
Using DE!
I wonder how intensive it actually would be to move/rotate, move/rotate, constantly using triggers. I think it would be much more efficient to use pure data editor, if possible. Willing to accept either actors (I can translate them into turrets) or units.
Thoughts?
0
Hello, I'd like to change unit flag on the fly using purely triggers. It's probably impossible, so if it is, kindly tell me so.
Theories welcome.
0
Interested. Playing, joining, etc. I hope that your campaign will be as diverse as the maps provided in WoL.
I'm capable in both the data editor and the trigger editor, though I'd only go so far as "intermediate" with either. My trigger skills are also notably stronger than my DE skills.
Suggestion for inspiration: In addition to old custom maps, Westwood made a pretty sweet RTS out of Dune. It even had coop levels for campaign, which had basically different units spawn depending on the number of players, much like the WoL campaign spawns different units per difficulty.
In addition to the main idea, I would like to (if possible) experiment with 3 and 4 player cooperative maps (a few, not a lot), and determine if they'd be more popular.
Also, I think it might be interesting to do a short campaign, and using what's learned from the design of the campaign, go back over it from a different (opposing) perspective, having the players play as the antagonists for the duration, and then going back over that to make all of the maps optionally PvAI or PVP for each mission, allowing you to choose a side.
0
Yet another bump into oblivion.
0
Bump
0
This is great! Totally original work, I can't wait to get online and see how it plays.
0
One last bamp.
0
I'm trying to get the site operations for an actor, basically listing its attachment offsets. I think I can get the attachment point, though it's less relevant and simpler enough that I should be able to backtrack to it.
I've tried several variations. Right now, my code looks like this:
Any thoughts / assistance would be appreciate, thank you.