Anyone :/ ?
I would like to believe i was as good as programmer at figuring out the math with depending variables of screen res, position relation from midd and stuff, but im really not
Im trying to create a image that moves at all times to the location of mouse. (its a crossair) and i cant just change the cursor since i need the "images" to be visible to all players.. Player 1 has one and player 2 has one.
Now i tried this with dialog set to full screen and a dialog image. But the problem is the achor. "Mouse moved" event -> when moving mouse it follows, but only in relation from its anchor. so i need a "none" achored image.
Is this possible?
Unit Selection - Any Unit is clicked by Player Any Player
(PlayerUnit[(Triggering player)] is alive) == true
AttackOnCooldown[(Triggering player)] == false
CurAmmo[(Triggering player)] > 0
Environment - Execute Ghost - C-10 Canister Rifle (Damage) on (Triggering unit) from PlayerUnit[(Triggering player)]
Well i have a question. Title pretty much sums it up, but what im trying to do is to create a traceline for a, what you could almost call, FPS game now when version 1.2 is out. The camera itself is locked, so you cant turn, or move, but the mouse is free. So i have to, when shooting on targets, track the position of mouse, and when its over a unit -> set that unit in a unit varaible. Much like any other traceline, but i really dont have any experiance with mouse tracking and how it would work with the unit, since the units distance from the camera may differ from different situations.
I do have a unit, which is hidden, at the location of the camera.
Would appreciate help, on a quite low level, since i may not know the new functions that well!
Thanks in advance
PS: Just to clearify - The yaw of the camera is not movable, so ONLY the mouse can be moved.
Ah i looove time crises! ive played them all 100 times! i would love to play this map! .. i should make my own! i guess your in NA right? so i cant play your version?
The way i would do is move the camera just like in game, jumping over boxes when running to next site, turning snare corners and have slowly flying granades thrown at the player (important part of the game where u have to shoot them obviously). Ofc duck and cover based where i would at the arrival of a site move a unit to position of camera but with invisibility since you should see the actuall weapon anyway... could be nice though since you dont have a portable gun for sc2 either..
SoulCarveRR this is a GREAT idea!
As i said. Strip it apart. I do know the answor, but it would probably just do more harm to tell you this since you wouldnt learn. But look though the VARIABLES that he has created specificly so the user of the library should be able to manage them to their own favor.
So. As a kick off for your journey down the "learning process". What do you want to do: Adjust hieght depending on the specific unit. Theres a varaible called "height" which QUITE obviously could have something relevent to do in this. "if then else" action maybe? With a condtion -> unit type of playerunit [?] == thor -> action, set varaible Height -> something else?
As i said. Please do check though EVERYTHING before. He made it very easy. If you check my maps and look at "resident evil" -> that was my first third person mode map. It takes time, but you will have to eventually look though it anyway.
If you want it to work with any units then create your own. If you dont know how then you have 2 choices. 1. Rip apart the library and figure out how its build and how it works (thats what i did) then remake it into a custom. 2. Start off WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY smaller and get some basic knowledge about triggers first.
=) Yea. I fixed the income and spawn rate. Also fixed the bug where only one team could get the counter counting. Also removed income for kills (only now for units) and made a cap on units. So no more lag tekaichi. See i soon again in the game.
Anywho! Updated and fixed! Have fun
Not to be misstaken with the other 10 "King of the hill maps"
A classic King of The Hill map with modifications:
Team based - 4 teams with 3 players in each Income based - Buy your units with minerals and receive income each 20 seconds in return Unit spawn - Each 20 seconds you receive your choosen units Over 30 types of units Shops - Upgrades&Abilities
Give it a try!
Published on Europe
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Video will be uploaded soon
Hi, ive used this library and customized it! Works like a charm! Made a Dota semi TPS similar map when you select a unit and go into tps with that unit. Alot of abilities added and stuff!
I do though have a question! Map is 4 player based! This works perfect for player 1-2! But it seems the traceline doesnt work for player 3-4 -> Meaning they dont do any damage to whatever they shoot on.
Any ideas why?