Thanks, the general effect is much better, but still a little problematic. When the idiot (for lack of a better term) runs into another unit, my gameloop detects it and reduces the idiot's current velocity accordingly. However, I can't test for collision between the idiot and a wall or a doodad, so the only solution I can think of would be one similar to OneTwo's Diablo style of movement where I'd basically stick a bunch of invisible drones to facilitate some collision testing. Anyone have a solution better than mine for either doodad or wall collision testing? I'd like for my map to be modular to the point that someone wanting to implement a mod with my mechanics wouldn't have to go through and place a freak ton of drones. That just seems needlessly tedious, but by golly I'll do it if I have to.
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Dec 6, 2010Posted in: Data
I'm working on a map where, once I tilted to the camera to a 3rd person view, the graphics became sinfully laggy, even though there wasn't a whole lot on the map. Why? I suspect this was because the graphics card only renders things that are on screen. Therefore, lag may be reduced if you **increase zoom on the camera** so that less stuff is actually being rendered at once. This probably needs to be confirmed with testing, but I think it will help. This may be more feasible and certainly more simple to implement than my last crackpot solution : P
Also, would it be possible to set a unit's opacity to 0% when off camera? I'm fairly sure the trigger logic could be implemented, but I'm not sure that a) you can reduce opacity through the trigger editor, or b) the game is smart enough not to render anything with 0% opacity. Probably needs to be tested : )
Otherwise, a more difficult solution may be to create and maintain an array of points for each "unit" on the map, and once the camera is close enough to the point, spawn the unit, then destroy it once the camera moves away. The unit would only be there for graphical effect, whereas all AI would be handled somewhat difficultly I'd imagine through the trigger editor. Just a crazy idea.
Hopefully you can achieve your goal without a severe work around, but it may take a lot of work to do something that extreme. If you want 1000+ units that badly, you should probably be prepared to insert some "creative" mechanics into your map. The plus side is that the diffculty in taking such measures would make your map unique, because no one would could *easily* recreate what you accomplished. If your map is easy to create, there's a good chance that it doesn't really have anything that seperates it from other maps, right? Even if it's still unique in some way, someone could easily come along and snag your idea, so I say it's always good to make your projects both complicated, difficult to implement, yet modular if at all possible, lol. Best of luck.
Dec 4, 2010Hey forum designers!!! Look up CKEditor/FCKEditor (I know, hilarious name). It's basically an open source WYSIWYG text editor you could use that allows for things like HTML editing, file uploading, etc. Not only does it come with a ton of features, but it's highly customizable so you can easily remove features you don't want. I'm using it for a website I'm working on and it's wonderful. It's very intuitive, yet allows a lot of controllable freedom for posters who know HTML. Don't know what you're currently using, but check it out --> www.ckeditor.com. Good to know your options I say.Posted in: General Chat
Dec 4, 2010Posted in: Data
I'm currently trying to convert my unit's smart pathing (avoiding obstacles) to idiot pathing (running into them). Anyone know how to do this? I've tried using a custom mover and varying the Height Map and Pathing Mode to reflect that of a flyer, but it doesn't seem to be working like I want it to. I've been trying to Google it but I might just not know my terminology well enough to find the answer : P
Dec 4, 2010Posted in: Data
This is just an idea-
In any game, collision handling takes a LOT of processing power. Why? You have to check every single unit against every other unit for every iteration of the game loop. So if you have N units, it takes N^2 operations to test all possible collisions (though this is worse case, it could be much better with some smart programming). Here are some things that *might* help you, not sure, it's just a theory- you will however have to give up collision handling (you'll have a bunch of overlapping units, might be acceptable, might not : P)
1. For each en masse unit, unflag all unnecessary collision flags, particularly the ones shared by the units being massed; if you still want things not to scale cliffs, leave Unused Flag 09 (Ground) checked (though it may behoove you to uncheck it and just remove any cliffs on your map. I would only go through the trouble if all else fails and you have a lot of faith in me).
2. If that doesn't work, then do this too: set all radii, soft and hard, to 0. I'm not actually sure if that will help, but it's worth a try. I'm thinking multiplying real values by OR taking the square root of 0 might be a quick calculation.
3. Pretty much do anything to prevent the units from being "checked" by the game for collisions.
A lot of your problem, like s3rius said, may be due to rendering detailed models. Perhaps just rely more on models with a low count of polygons/vertices/bones/whatever (this can be checked using the model previewer if I'm not mistaken).
Hope my bogus theories have been helpful to you.
Dec 1, 2010Posted in: Tutorials
Ah, well good to know I suppose. Before I tried the Leviathan Tentacle I just used a Spine Crawler, and had the same issue, so I don't think it has to do with my choice of tentacle : P
Dang, just when I needed some anti-depres- I mean, Prozaic.
Dec 1, 2010Posted in: Tutorials
Don't know if you're still looking at these : P However, two things:
1. Is it possible to use the Leviathan tentacle model instead of the Spine Crawler?
2. I'm having an issues where I'm trying to stick a tentacle to a Baneling (trust me, it's friggin adorable) but the Baneling is just flying at his target and dieing as though it were the missile. I'm positive he's not using a Baneling explode-related ability or something because a) it's playing the spine crawler launch sound and b) I put the weapon object on a Colossus and it did the same thing, lol, and c) after removing the weapon object from the Baneling, he quit flying at his targets. Any ideas?
Nov 30, 2010_ForgeUser5864885 posted a message on [SOLVED][Trigger/Model] Racing Engine - Can't set Rotation While MovingPosted in: Miscellaneous Development
SOLVED. WTG SELF EXPERIEMENTATION! This might be very obvious to do, not sure. However, I was unable to find this anywhere in the forums, so I hope this information proves valuable to someone.
Alright, if you want to set a unit's rotation through the trigger editor while it's moving, you have to unflag the unit's e_unitFlagTurnable property! This can be found like so: Data Editor --> Units Tab --> ##Your Unit## --> Unit Tab (on the right) --> CUnit_FlagArray --> Scroll through the list until you find it. Once this is done, the unit WILL NOT TURN unless you tell it specifically to do so, and to my knowledge, this has to be done with an Action in the Triggers Editor. However, this allows you to do something like the following (and more):
1 Order Unit to Move to Somewhere
2 Make Unit face Somewhere Different over ZERO SECONDS
Instead of turning AFTER it moves, the unit will turn while moving. For some reason, if I set the duration to anything besides 0, the unit won't move. I've tried small and large values. It might have to do with how often I'm calling these two actions- I may be calling them while they're already being executed, and that may throw it off somehow. Perhaps there is another flag that needs to be altered : P
If you have any knowledge relevant to this method of movement/rotation, please share!
Nov 28, 2010_ForgeUser5864885 posted a message on [SOLVED][Trigger/Model] Racing Engine - Can't set Rotation While MovingPosted in: Miscellaneous Development
I'm trying to make a racing engine with WASD movement. I just started working on some drift functionality, but have not been able to set the racer's rotation while ordering it to move (I order it to move while setting speed in order to achieve fluid movement). Also, there's probably a better way to accomplish this style of movement, so...
Question 1: Is there a way to set rotation independent of a "Movement Order" from the trigger menu? IOW, can I make the racer follow the path of the movement order but not necessarily be facing its destination?
Question 2: Instead of issuing an order to the racer, is there a way to just constantly set the position of the racer that would look smooth? I'm currently just looping infinitely using a timer as a throttle, so this probably wouldn't be difficult switch. I just haven't been able to do it without some "tearing" in the movement. Maybe someone can link me a good tutorial about this kind of movement?
Question 3: Can anyone think of a way to make a racing engine without much use of the trigger editor? As a programmer, the trigger editor makes a lot of sense to me, but I've found the data editor way of doing things rather confusing (behaviors, effects, etc). However, if I avoid triggers, I could significantly reduce input lag because I'd be relying on hotkeys : ) Maybe I just need to get some dang knowledge.
Tips and suggestions are appreciated. Thanks!
Nov 27, 2010Posted in: General Chat
I'm a programmer experienced with C/C++, and I've been messing around with the map editor because I want to make a fully featured racing game. I have a few questions for you guys because I don't know where else in the forum to post these.
Question 1: Is the group of active players a zero-based array? IOW, if I ask for the "Triggering Player" and I have 8 players, will I get a number 0-7 or 1-8?
Question 2: Is there any msdn-like resource for the Galaxy language? Like a library of info containing methods, objects, etc. that I could use when I'm wondering about something specific or technical. If not, someone should make one because that'd be SO so so helpful.
Question 3: Is there a text editor for Galaxy with awesome things like text highlighting or even intellisense? Hopefully that isn't just wishful thinking, haha.
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