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    posted a message on Player Hostile to Themself?

    Is there a way to make a player, who's controller is "hostile" or "computer", to unally themself and have their own units attack eachother?

    Posted in: Triggers
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    posted a message on [UI]A sample map for Customized Health Bar
    Quote from Ahli634: Go

    @composure19d: Go Sadly it does not seem like that there is one.

    Would be awesome if they make a separate shield bar (just like life, just for shields) and add the possibility to make the shielded health bar to integrate the lost shield amount into the bar's percentage. Then you would have an awesome hero bar for an Archon hero. There is a strange field with "addToTotal" or something like that, but I wasn't able to make much sense out of it. Maybe that one can do the latter and it is just bugged right now. At least it caused the shieldbar to extend across the whole screen with low shield values.

    Can you post the code for that? Maybe I can get it working.

    Also, how do I find out all of the functions for the UI? I need like a list of functions to really do anything. Or are you changing it in the trigger editor?

    Posted in: General Chat
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    posted a message on Hero Unit Status Frame Template
    Quote from xXdRaGoNrIdDeRXx: Go

    what is that red stuff that comes on the screen when kerri's health is low any ideas how that is done

                <ReductionColor val="255,0,0" index="0"/>
                <ReductionShown val="true" index="0"/>
                <IncreaseDuration val="500" index="0"/>
                <DecreaseDuration val="2000" index="0"/>
    

    Anyone find a parameter for just a shield bar? Or is there any way to find all of the available parameters in the UI editor?

    Also, I have another question. I see the UI editor reference textures that I do not know where to find, IE:

                   <Texture val="@UI/HealthBar"/>
    

    Where do I find these textures?

    Posted in: UI Development
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    posted a message on [UI]A sample map for Customized Health Bar

    Is there a bar for just the shields? I got everything working but I just cannot find out a shield one, only a health/shield combo. Any help?

    Posted in: General Chat
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    posted a message on Turret Reference

    I have a custom model with a properly working TurretZ reference. What I am trying to do is rotate it through triggers.

    My problem is simply getting the proper actor reference in the actor actions. I am not sure how to properly set the actor action so it can be given a "send actor message via name" through it's host.

    My trigger action:

     Actor - Send (Combine ("AttachSetRotation {TurretZ 0} {", (Text((X of p_data[(Picked player)].target)) with 6 decimal places), ",", (Text((Y of p_data[(Picked player)].target)) with 6 decimal places), ",0.000000", "}")) to the "Turret" actor of (Actor for p_data[(Picked player)].hero)
    

    "to the "Turret" actor" is just my last attempt at an actor reference. I tried various permutations of this to no avail. Can anybody figure out how to set up a proper actor reference on a turret actor that can be sent a "send actor message as text via name" function?

    Posted in: Miscellaneous Development
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    posted a message on (Solved) Model Move Animation & TurretZ

    Okay I finally got it all working right. I added 2 bones, both at 0,0,0 rotation, and then turretZ between them.

    Posted in: Artist Tavern
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    posted a message on (Solved) Model Move Animation & TurretZ

    Well the problem is that the bones it is attaching to are not at 0,0,0. Would just setting TurretZ and my new bone to it's orientation fix this, actually? I'll try it tomorrow. Too much headache for one day - I'll keep this thread posted with my discoveries.

    Edit: I just checked it before closing 3ds max. On the original model, there are 2 "spine" bones.

    Bone spine1 is at 90,-90,0

    Bone spine 2 is at -90,-90,-180

    I am attaching turretZ between these 2 bones. Any advice? It should rotate if I attach it to either because both rotate the same mesh. Should I just put turretZ on bone spine 2 and set it's orientation to match 2's?

    Posted in: Artist Tavern
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    posted a message on (Solved) Model Move Animation & TurretZ

    AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!

    IT WORKS! I GOT IT! I just removed the "AnimGroupRemoveAll" because that is what was causing the "refresh"!!!! I AM THE GREATEST MAPPER ALIVE!!!

    I WILL upload a video just for you when I finish this whole system!

    If you want, I will let you beta test this map when it's ready (in a few months) just because of how awesome you are.

    Do you have a steam account? Trello? Want to join my web forum "undeadassault.net" so we can keep in touch?

    Damn I'm excited :D! I just gotta update the condition parameters to get it to play at the proper angles (playing wrong one at certain angles) but otherwise it is smooooooooooth.

    Just gotta figure out how to fix the bone issue so I can properly update the TurretZ and I got a Source engine-style movement system (like Alien Swarm, if you've ever played that).

    Posted in: Artist Tavern
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    posted a message on (Solved) Model Move Animation & TurretZ

    Okay I found the problem!!!!!!!!!!!!

    What's happening is every time he gets a new move order, which is every .05 seconds, it's causing that jitter! I set the timer to 1.5 and I think it is playing for the full 1.5s now. I just gotta figure out how to keep it from "refreshing" or whatever.

    Is there a way, in triggers, to change a unit's "Stats: Facing" angle? If I could simply update that then I could just use the "A B C D E" etc walk variations and it will change automatically (like how the spine crawler does).

    Posted in: Artist Tavern
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    posted a message on (Solved) Model Move Animation & TurretZ
    Movement Loop
        Events
            Timer - Every 0.05 seconds of Game Time
        Local Variables
            hero point = No Point <Point>
            cam offset = 0.0 <Real>
            cam angle = 0.0 <Real>
            facing difference = 0.0 <Real>
        Conditions
        Actions
            Player Group - Pick each player in Players and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (p_data[(Picked player)].hero is alive) == True
                        Then
                            Variable - Set hero point = (Position of p_data[(Picked player)].hero)
                            Variable - Set cam offset = ((Distance between hero point and p_data[(Picked player)].target) / 5.0)
                            Variable - Set cam angle = p_data[(Picked player)].angle
                            Camera - Pan the camera for player (Picked player) to (hero point offset by cam offset towards cam angle degrees) over 0.05 seconds with 70.0% initial velocity, 75.0% deceleration, and Do Not use smart panning
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    p_data[(Picked player)].moving == True
                                Then
                                    Unit - Order p_data[(Picked player)].hero to ( Move targeting ((Position of p_data[(Picked player)].hero) offset by 2.0 towards p_data[(Picked player)].movement direction degrees)) (Replace Existing Orders)
                                    ------- walk anims
                                    Variable - Set facing difference = (Abs((p_data[(Picked player)].angle - p_data[(Picked player)].movement direction)))
                                    General - If (Conditions) then do (Actions) else do (Actions)
                                        If
                                            (45 <= facing difference <= 135) == True
                                        Then
                                            ------- moving right
                                            Actor - Send message "AnimGroupRemoveAll" to actor (Actor for p_data[(Picked player)].hero)
                                            Actor - Send message "AnimGroupApply C" to actor (Actor for p_data[(Picked player)].hero)
                                        Else
                                            General - If (Conditions) then do (Actions) else do (Actions)
                                                If
                                                    (136 <= facing difference <= 225) == True
                                                Then
                                                    ------- moving left
                                                    Actor - Send message "AnimGroupRemoveAll" to actor (Actor for p_data[(Picked player)].hero)
                                                    Actor - Send message "AnimGroupApply B" to actor (Actor for p_data[(Picked player)].hero)
                                                Else
                                                    General - If (Conditions) then do (Actions) else do (Actions)
                                                        If
                                                            (226 <= facing difference <= 315) == True
                                                        Then
                                                            ------- moving back
                                                            Actor - Send message "AnimGroupRemoveAll" to actor (Actor for p_data[(Picked player)].hero)
                                                            Actor - Send message "AnimGroupApply A" to actor (Actor for p_data[(Picked player)].hero)
                                                        Else
                                                            Actor - Send message "AnimGroupRemoveAll" to actor (Actor for p_data[(Picked player)].hero)
                                Else
                                    Actor - Send message "AnimGroupRemoveAll" to actor (Actor for p_data[(Picked player)].hero)
                            Unit - Make p_data[(Picked player)].hero face p_data[(Picked player)].angle over 0.05 seconds
                        Else
    

    This is my movement updater.

    Attached is a screenshot of the anim group parameters.

    edit: Update. The "A" animation, as in the backwards animation, is now playing properly. To make that one all I did was take the original marine's walk animation and reverse it. I wonder what I did wrong with the B & C that it is not playing properly?

    Edit again: Oh nevermind. I set him to unturnable, and the game is just playing that because "Walk A" is that direction. It's still playing once and then stopping.

    Posted in: Artist Tavern
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    posted a message on (Solved) Model Move Animation & TurretZ

    Okay so I've got it to where he is playing the animation, in full, once, but then stopping and jittering again. I am using an animation group to apply them. I hate these bugs -.-.

    Edit: BTW I went back and changed it to walk again, and am just using the A, B, & C animation groups.

    Posted in: Artist Tavern
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    posted a message on (Solved) Model Move Animation & TurretZ

    I have keys for the first and last frames. I made the custom walk animation by copying and modifying the existing marine's animation. It plays perfectly when he is not moving, but when I try to play an animation after giving a move order, it jitters. Even when trying to play the original move animation it jitters.

    Working on the turretz...when I turn off "always deform" his arms get reset and do not return to normal after turning always deform back on, so I lose my entire set of upper body animations.

    Posted in: Artist Tavern
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    posted a message on (Solved) Model Move Animation & TurretZ

    So I'm making a map with a top-down camera, where you control a character and he faces wherever you point the mouse and shoots when you click, etc..

    I have 2 problems.

    Custom Walk Animation I added 3 new walk animations to the model, basically a strafe left/right and walk backwards. The problem is when I play the animations (through triggers) he moves to the initial animation pose, but then just jitters there rather than properly looping through the animation. I initially tried setting the animations to Walk A, B, & C, like the spine crawler, but those only work if he has turnable off and it only plays at game-world angles rather than in relation to where he is currently facing. So I tried changing all the walk anims to "channel" and just purely triggering his walk anims, but it still does the jitter at the first frame or so rather than playing the whole animation.

    How can I either A: Properly get SC2 to play the backwards and strafe anims in relation to his facing, or B: retain playing the animations through triggers, but fix the jitter problem.

    I tried setting the move speed to 0 and 225 (marine's default) to no luck, as well as in the actor.

    TurretZ I added a turretZ at the model's waist, and when I rotate it in 3ds max it is properly rotating and properly skinned to the mesh. The problem is in-game, he bends over forwards and then rotates in a roll rather than a yaw axis. Any idea what I am doing wrong?

    To put it plainly: Why is he bent over? The rotation is actually correct, but he is just bent over forwards.

    How I rigged the TurretZ is I added a bone at the same position of one of he "spine" bones that rotates only his upper body and then added a Ref_TurretZ right in between them, and attached them as such.

    Picture of turretZ problem: TurretZ Problem

    Posted in: Artist Tavern
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    posted a message on <Instructions> How to import data from other maps

    Another way to export data is to open the console (via Window) and type "browse". This will show everything in your map, so just search for whatever you want to export and export it. BAM!

    Posted in: Tutorials
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    posted a message on [Dialog] Unit Status Bar

    Any idea how to use the new dialog item types "unit status" and "unit status bar?"

    Posted in: Triggers
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