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    posted a message on Total amount of specific buildings for player [SOLVED]

    @Terhonator: Go

    just make a variable that is modified and when it gets to 20+ depot fire ur trigger

    just search twice then with units in region matching condition. and set the unit types to supply depot and making the same thing with depot lowered. and just modify that variable +1.

    Posted in: Triggers
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    posted a message on How to make mineral model swap to tree

    @ST4RKiLL3R: Go

    That would require him to make a new model for the haven tree if he did it in actors

    Posted in: Data
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    posted a message on Artist Looking for Work

    @jaxter184: Go

    Please check out this link:

    http://www.sc2mapster.com/forums/general/team-recruitment/23730-project-strike-craft-first-person-shooter-recuiting/#p5

    Would greatly help us if we had someone to do images.

    PM me if you are interested.

    Posted in: Team Recruitment
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    posted a message on How to make mineral model swap to tree

    @illidans911: Go

    go to the models, find the mineral model, under model, change that to the haven tree

    Posted in: Data
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    posted a message on Kill Streaks

    @Starscr3am: Go

    To make the bar look like the apm for kills

    make a dialog

    Say you can only get a max of 10 kills so we are going to make each kill about 10 width. You can change this easily

    create a dialog image with the image of a solid color like lets say white.dds. Say the height of this will be 50 but the width will be a variable starting at 0.

    So have another trigger that when a unit gets a kill modify the varaiable + 10. update the dialog image by setting dialog image action.

    If you want the borders around the dialog your going have to either make other dialog images like a box around it. With like width 100 and height of 2, etc...This would also mean you have to make sure the bar doesn't pass over the border when you get too many kills. So your's gunna have to add a if then that checks if he has say variable = 10 then do nothing.

    Done.

    Posted in: Triggers
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    posted a message on LAGLESS WASD finally solved?

    @DrHu: Go

    once you add one key event it starts lagging, So try to avoid even using one of those ugly bastards.

    Posted in: Triggers
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    posted a message on LAGLESS WASD finally solved?

    HOLY CRAP!! THIS IS INCREDIBLE!!!!!!

    I just figured it out 5 mins ago!!

    1. Make 4 Units on the map

    2. Create a trigger and add these units into control groups 1,2,3,4

    3. Follow the trigger below and do this for each of the other units each for WASD

    Press W

    Events

    Unit Selection - Zealot [56.03, 32.14] is Selected by player Any Player

    Local Variables

    Conditions

    Actions

    Variable - Set W[(Triggering player)] = true

    Unit Selection - Deselect (Triggering unit) for player triggering player

    4. Make a movement trigger with periodic event that checks each of these true false statements and moves your unit by polar offsets. Then set all 4 variables to false

    5. Set your hotkeys during the game, for selecting control groups 1,2,3,4 to W,A,S,D respectivefully.

    AND BAM NO LAG!!!!

    EDIT:

    Theory: Its lagless alright but after some testing you still can't press 2 keys at the same time so I am going to add a dumby ability to the W and S units while in the hotkeys change control group for W and S with alternate A and D respectivefully. I'll report back my results.

    EDIT 2:

    Seems very responsive but havn't figured out how to make 2 keys work at the same time yet. There might be a way either with combining shift + control or other hotkeys could possible make this work with dummy abilities. I'll keep testing when something strikes me.

    Posted in: Triggers
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    posted a message on Project: StrikeCraft - First Person Shooter Recuiting

    @zeldarules28: Go

    Since when you use abilities by command cards it will constantly cast that ability over and over as you hold the button. And since we are limited to be only to use one button at a time with the command card. I can't make you move foward and left without using a key up event inorder to recogize you are not holding down that button. We cant detect a key up in the data only in the triggers. Having even 1 key event in your map will make everything lag like hell. By using a 8 movement ability command card we can move all ways. Its only 1 downfall with FPS maps but I will make it up with the gameplay. It won't be hard to move. Just takes some time getting use to.

    Refer to programmer's lagless WASD movement topic

    Posted in: Team Recruitment
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    posted a message on Project: StrikeCraft - First Person Shooter Recuiting

    Currently looking for people who are willing to make a first person shooter work for multiplayer. I've been working on my engine for the past 6+ months and I am at a stage of just adding things to this map. Here's a demo video of my map, it is currently in alpha stage.

    Embed Removed: https://www.youtube.com/v/BM9QkZsPl8s?fs=1

    Gameplay

    If you are familiar with counterstrike or shadowrun. Bascially everyone starts with a set amount of money and can buy weapons before each round starts. Players gain money as they get kills or win rounds. This map will be round based so each team will get equal chance to play the objective or play each side of the map. There will be 2 teams, the ghosts and the spectres. Both have the same stats its just how you build your character will be the difference.

    • 4v4 online multiplayer
    • Select 3 perks per player from a variety of perks(Not sure about this)
    • Team Deathmatch, CTF, Objective(Plant bomb), Infestation(Zombies), other...
    • Select 1 Ability per player
    • Over 30+ weapons, gadgets, equipment, grenades
    • Select 1 attribute type (effects how weapons and abilites will effect your player)
    • 4+ maps
    • X and Y accuracy
    • Different scopes for each weapon

    Available Positions

    • Trigger - gamfvr
    • Data - gamfvr
    • Terrianer - Nebuli
    • Animator - Lance
    • Sounds - Need a person able to make weapon sounds or tweak them to match our animations.
    • Testers - Even if you're nooby at the editor you can still contribute by helping me test out the map and your feedback will be very important to me.
    • Others - If you have great sounds, images or anything you'd like to add, credit will be given where its due. thanks :)

    Join channel StrikeCraft around 10pm-12pm EST on NA is usually when we do some testing.

    Difference between this and other FPS maps

    I've worked on my own custom traceline and it is far more impressive than any other shooter map i've seen on mapster. Able to detect headshots, able to have accuarcy in hit or miss relative to the recoil of the weapon and the accuarcy of the weapon and where you are firing. The crosshairs move as your character either moves or aims so accuarcy changes. Most tracelines have problems when firing on units on top of cliffs or when you are on a cliff and shootting at someone on the bottom or on a higher cliff. I have fixed all those problems. As well as the common problem of being able to shoot between the ground and a flying unit and not actually hitting the flying unit has all been fixed. Refer to the video posted above.

    Hit marker detection relative to your camera facing.

    Smooth first camera view. Many other shooters have a choppy camera view when moving.

    Able to pick up weapons and drop them while keeping their ammo clips saved.

    Instead of key events it is replaced by ability movements by command card. Lag is non-existing.

    About the lag

    Obviously there has been lots of complaining how WASD movement creates lag online. Now since I plan to have this up to 8 players I will have to make some scarfices for this to work. Currently I am using key events which is the main reason why WASD fails online. I was able to use this with a more older version of my engine and was still able to play the map with a less than .5 delay with 4 players. Since its a higher player count I plan to completely remove the key events and go with a 8 button movement instead of 4 button movement. You will be issueing orders by command card abilities. This will complete make lag a non-issue.

    Unless there's a way to detect "key ups" without using key events then 4 way button movement will be possible.

    I'll update this as we progress

    Cheers

    UPDATE 1

    Embed Removed: https://www.youtube.com/v/mT4jOm34Id4?fs=1
    • Auto pick-up system
    • Projectiles
    • Lobby Screen
    • Buy Menu
    • Round System
    • 3D projectile collision

    We have succuessfuly tested our movement system with the full 8 players in the game and we are please to say we there is really no lag. At most it might go up to .1 delay at times but nothing more.

    We'll be working on on-screen weapon animations next.

    UPDATE 2

    Part 1:

    Embed Removed: https://www.youtube.com/v/w8llcCdTm8M?fs=1

    Part 2:

    Embed Removed: https://www.youtube.com/v/ydc6kvxuk1M?fs=1
    • More weapons
    • Scoreboard
    • Minimap

    Still working on weapon animations and 3d death camera.

    Posted in: Team Recruitment
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    posted a message on [Unsolved]Z axis, WSAD unit sliding, and Unit highlighting help needed

    @Ixsiehn: Go

    pm me ur skype or vent, i am working on an FPS myself so i've already went thur all this but its too much to type and im lazy atm

    Posted in: Triggers
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    posted a message on Kill Streaks

    @Starscr3am: Go

    may want to go download the 1v1 obs metalopolis and see how he does it. I know how to do it but it will be an essay explaining it for a person that is new to the editor but basically in a quick overview, create list dialogs and add dialog items to the list. Have another trigger event when dialog is used. and add if then for if the list item is picked. and just hide and show the dialogs. before this also create dialogs for each of the apm, workers, killed..etc.. periodic event that refreshes and counts the units killed, workers owned by player for each dialog etc...

    When you make a timer you should be using an variable integer with that timer and a periodic event every 1 sec that modifies that varaible -1 every second. So in that same periodic trigger add if then statements of, if the varaibe = 5 then player sound....etc...

    There are many ways you can counts kills only for heros only. You can either go to the data editor and set the unit flag as hero. Then add another if then condition with the same trigger i posted above if the killing unit = hero.

    or

    you can add all the heros into a group and just use the condition if killing unit is in that group variable. without editing in data editor.

    Posted in: Triggers
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    posted a message on Kill Streaks

    @Starscr3am: Go

    Make a global integer variable = 0 with an array of the number of active players

    Make a trigger

    Event should be when unit dies

    Action Modify integer variable + 1 (Killing player as the array value)

    If you want it to reset when he dies then add another action Set integer varaible = 0 (with the array value as triggering player)

    if then else

    Varible of killing player = 3

    then

    play sound (...........)

    Show Text (......)

    and so on.........

    Posted in: Triggers
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    posted a message on Scripted events for key pressed

    Is it possible to create a scripted event which searchs only for the specfic key pressed? The current built-in key pressed event seems to be searching all the keys on the keyboard for every player and checking whether they were pressed which is the reason why it lags so much online. If it was possible to lower the search arrays down to a single key then maybe WASD movement by triggers would be possible to use. Now this is based on what it seems, I havn't read the real code in the key pressed event to find what is the bottle neck.

    Wat you think?

    Posted in: Triggers
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    posted a message on Triggers not working online?

    I have like even a simple trigger of making a unit at a point and ordering it to move to that point. It works single player and it doesn't work online. This also happens with a couple of other triggers. For example I have to place in raw numbers for it to work online and not like varibles like triggering player. It much be 1,2,3 etc... So strange. Is it just my map that is bugged or something. I've worked with the editor for 6+ months and this is the first time I've encountered this.

    Any ideas?

    Posted in: Triggers
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