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    posted a message on Freeze Camera
    Quote from zeldarules28: Go

    I think when you use triggers to move the camera, the default setting is "use 10% deceleration". You're going to want that to be 0% and the camera should stop on a dime instead of slowing down a bit as it is applied. That might help, not totally sure though.

    Ok I'm going to post some sample code:

    Global Variables
        Player Character = No Unit <Unit> (This needs to be set to a unit that the player will control.)
        Movement Timer = (New timer) <Timer[4]>
        Disable Camera movement = false<Boolean> (This defaults to true, but after the map is done starting I set it to false.)
    
    Game Start
      Events
            Game - Map initialization
      Local Variables
      Conditions
      Actions
            Variable - Set Player Character = (Random Unit)
            Camera - Follow for player 1 (Unit group((Player Character))) with the camera and Clear Current Target
    
    Start Rotate camera P1
      Events
            UI - Player 1 clicks Left mouse button Down.
      Local Variables
      Conditions
            UI - Player 1 clicks Left mouse button Down.
      Actions
            Trigger - Turn Start Rotate camera P1 Off
            Trigger - Turn Rotate Enabled P1 On
            Trigger - Turn Stop Rotate camera P1 On
    
    Rotate Enabled P1
      Events
            UI - Player 1 moves mouse.
      Local Variables
      Conditions
            Disable Camera movement == false
            (Remaining time of Movement Timer[(Triggering player)]) <= 0.1
            (Abs((((((Angle from (Position of Player Character) to (Point((Mouse X position in the world), (Mouse Y position in the world)))) + 180.0) - (Current camera yaw of player (Triggering player))) mod 360.0) - 180.0))) > 4.0
      Actions
            Timer - Start Movement Timer[(Triggering player)] as a One Shot timer that will expire in 0.3 Real Time seconds
            Camera - Apply camera object Rotation (Angle from (Position of Player Character) to (Point((Mouse X position in the world), (Mouse Y position in the world)))) for player (Triggering player) over 1.0 seconds with Existing Velocity% initial velocity and 100% deceleration
    Stop Rotate camera P1
      Events
            UI - Player 1 clicks Left mouse button Up.
      Local Variables
      Conditions
      Actions
            Trigger - Turn Stop Rotate camera P1 Off
            General - Wait 0.5 Real Time seconds
            Trigger - Turn Start Rotate camera P1 On
    

    Heres the camera:

    Distance: 14
    Angle Of Attack: 12
    Height Offset: 1.5
    //Everything else is default
    

    I wanted a different camera than the common 3rd person one as they are able to go under the terrain. Also this camera set up doesn't require the player to baby the camera as much (if only I could put an emergency stop on it once the left mouse button is lifted.)

    This is a minor issue as you can just single click to move the camera. It while the button is held down that I want the camera to stop immediately after it's released.

    Just a really quick vid of what I've got so far.

    Posted in: Triggers
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    posted a message on Freeze Camera

    I'm making a game where player are constantly moving the camera without choice. With that said I'm trying to completely stop the cameras from moving in an instant. I've tried all I could think of but I kept getting the camera yanked back a bit afterwords. Any ideas on how to solve this issue?

    Posted in: Triggers
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    posted a message on Text Tag Help
    Quote from Etravex: Go

    With the help of Rileystarcraft I was able to figure this out. Had to create new text actors for each level of veterency and create destroy based on the veterency behavior.

    Could someone walk me through this text actors thing? I have something similar that I'm doing that I'd like to use this for.

    Posted in: Triggers
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    posted a message on NA Map Nights

    @jaminv: Go

    Maybe add (8)DS Zone Control to the list? I remember seeing people having fun with it last time we played it. With the newest version there's walls available in the map and it would nice to see if they work out well.

    Posted in: General Chat
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    posted a message on Replacing Black Mask once discovered.

    @Virgz: Go

    You would have to create revealers where your units are every few seconds. Here's steps on how I would do it:

    1: Create a trigger that creates revealers on the players units. Create an event for however often revealers will be created for players units.

    2: Now Create an action definition, select "Options: Action" and check the box next to "Create Thread", and make a Parameter for a single revealer.

    3: In the action definition create a wait (this will be the amount of time the area is revealed) and then have the revealer destroyed.

    4: Add the action definition to the trigger than creates the revealers and use the last created revealer as the input.

    This should create a similar effect to what you are asking.

    EDIT: Sorry for this necro-post lol

    Posted in: Triggers
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    posted a message on (8)DS Zone Control

    The map is best played with at least 4 players (up to 8), but can be played with only two. The main features are the Rock Paper Scissor units in play, the King of the hill mode that boosts a players production, and abilities of the Raven that can turn the tide of a battle. Check out the Mass Attack system in place, it allows for players to still order units around when on auto-cast. I'm also looking for someone to review the map in its current state.

    Please report any bugs as tickets on the maps page here.

    Posted in: Map Feedback
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    posted a message on Hide unit(s) from all but one player

    I would rather not use default cloaking, but I would like to know if anyone else has tried to hide a unit only from one player. There is a hide unit trigger but it only works for all players at once. Anyone know an alternative to default cloaking?

    The only thing I could think of is to use a copy of cloaking that has no ripple effect, however I don't know how to pull this off correctly.

    I'm looking to have a helper arrow act as part of the player hud to show where an objective is.

    Posted in: Data
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    posted a message on Replacing Black Mask once discovered.

    @Chroyst: Go

    Wow, I didn't think the awnser would be outside of the data editor (though it's in the menu...). Thanks for that find of yours!

    Posted in: Triggers
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    posted a message on [Trigger] Placing identical teams made from lobbies)

    @Millenium7: Go

    Freaken awesome. Thanks for that info.

    Posted in: Tutorials
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    posted a message on Replacing Black Mask once discovered.

    @rweiand: Go

    I want a world map for an RPG. Having the minimap is easier than having an image with an icon moving based on player position on the map.

    Posted in: Triggers
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    posted a message on [Trigger] Placing identical teams made from lobbies)

    @Millenium7: Go

    Sweet, I can use that to optimize the tutorial later when I get around to making another map that needs this.

    Posted in: Tutorials
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    posted a message on [Trigger] Placing identical teams made from lobbies)

    @DJSplendid: Go

    That wouldn't allow players to team up as they wish.

    Posted in: Tutorials
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    posted a message on Replacing Black Mask once discovered.

    @rweiand: Go

    That only adds a slightly darker fog of war. It does not replace the black mask.

    Posted in: Triggers
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    posted a message on Replacing Black Mask once discovered.

    @progammer: Go

    I checked it out hoping to find a tint or transparency, but I couldn't find anything that was obvious to me on what to change. I'll just have to be crafty and make my own image of the minimap upper corner or something and go with that in a dialog over the minimap. While the corner is in use I'll just make the minimap hidden from the player(s). Thanks for trying guys!

    Posted in: Triggers
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