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    posted a message on tps?

    @Reaper872:

    Indeed, there is quite alot questions there!

    Well i have created resident evil: extinction, if you check the maps ive made and look at the video, where i have custom healthbars with ammo and abilities just as in similar games (Half-Life, Resident Evil game series and so on.)

    What you want is to first create the TPS though a library (if you dont have any knowledge about it (I started out this way before i understood anything) I used
    http://forums.sc2mapster.com/resources/trigger-libraries/7277-third-person-shooter-tps-engine-download-if-you-need/?page=11#p223 And then costumized it from scratch

    Secondly (to make custom bars and delete all these "boss bars" is to gain some knowing about how dialogs work and how to make bars and stuff. Basicly what you do is show a image (that looks like a bar) and then resize it through triggers depending on how much hp the unit you are has through math.
    Ex. Say the size (x wise) is 360 when the unit has maximum hp. You then what a trigger
    Event: (unit takes damage)
    Condition: Unit == the unit you are
    Action: Resize dialog image [The bar image] 360 * ( Units current hp [a function] / Units maximum hp[A function]

    Its very importatnt to create dialogs for EACH player so it resized and costumize to the players individually

    I will not explain more exact since this is basicly what you do. If you dont know what this means or what im trying to explain its due to your knowing about dialogs are lacking. Then you have to go search for some basic tutorials.

    Have a nice day and GL

    Posted in: Triggers
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    posted a message on Dialog - how do you do this?

    @Fullachain:

    Well the first questioned u asked is similar to a regular dialog buttom. Probably just a modified dialog image, or a dialog buttom item thats modified to black with refined edges. The second part is duable though different methods. One is to just use a dialog item image (the color he uses) and then add dialog item labels as text

    Posted in: Triggers
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    posted a message on Third Person Shooter (TPS) engine - Download if you need one

    @doite:

    solved

    Posted in: Triggers
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    posted a message on Third Person Shooter (TPS) engine - Download if you need one

    Is it possible to make the condition that you can only damage a unit when hes inline of sight or "visible" in a reavealed area. Meaning if i or one of the allied is in line of sight i can shoot him, but not if hes in the "shadows" (fog of war)

    If how, what would this condition be? Ive tried alot

    Posted in: Triggers
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    posted a message on Third Person Shooter (TPS) engine - Download if you need one

    @ScrinKing: Go

    Yes ofcourse. Just trigger them likewise as you would when shooting something. Look at my map -> Resident evil.. have some stuff

    Posted in: Triggers
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    posted a message on [solved...] Text tag style when text is a function

    Title probably sais it all.
    Is it possible to style a text tag when the text is a function (Name of player) ?
    I wont be able to use dialogs labels since the use of it is to stick to a unit on map and follow him in where ever he might choose to go

    Thanks in advance
    Doite

    Posted in: Triggers
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    posted a message on [atomatic/victory] Atomatic Win?

    @Dogod2:

    Well winning bugs like that can be cased by 3 reasons.
    1. You dont have a computer as one of the players and having the original map init actions defeat left.
    2. Your winning trigger seems to b lacking some conditions.
    3. The AI doesnt like the map and gives up!

    Posted in: Triggers
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    posted a message on [NEW] Resident Evil - Extinction

    @doite:

    Have done some major adjustments, addments, removements and so on to the map and are currently on v0.9
    It has during these 4-5 days grown to 900-1000 games per hour and will be on first page tomorrow. Be sure to try it out and let me know what u think (suggestions and so on)

    Kisses

    Posted in: Map Feedback
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    posted a message on Jump ability

    @doite:

    Really no one?

    Posted in: Data
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    posted a message on Jump ability

    @doite:

    Oh btw, my current jump trigger (just to make it look like hes jumping, is the following:

    Jump
        Events
            UI - Player Any Player presses Space key Down with shift Allow, control Allow, alt Allow
        Local Variables
        Conditions
            Jump[(Triggering player)] == false
        Actions
            Variable - Set Jump[(Triggering player)] = true
            Unit - Change PlayerUnit[(Triggering player)] height to 0.8 over 0.8 seconds
            Animation - Play Walk animation for (Actor for PlayerUnit[(Triggering player)]) as Default, using Play Forever options and Default Time blend time
            General - Wait 0.8 Game Time seconds
            Unit - Change PlayerUnit[(Triggering player)] height to -0.8 over 0.5 seconds
            General - Wait 0.5 Game Time seconds
            Animation - Clear the Default animation for (Actor for PlayerUnit[(Triggering player)])
            Variable - Set Jump[(Triggering player)] = false

    Posted in: Data
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    posted a message on Jump ability

    Hey guys,
    Trying to make my unit able to jump on my map. Its third person shooter and CHOSEN hero should only be able to jump over "sandbags" which they can place by pressing "e". Now i know i could make it an air unit, though i do not know, but that would make it able to jump over walls aswell. So i thought i could make it a digger so it doesnt collide with the sandbags which collides with ground.

    Could anyone help me out with this! Would be VERY greatful!
    Since i REALLY suck at dataeditor i would need some step by step action :(

    Regards,
    Doite

    Posted in: Data
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    posted a message on Suggestions for Improving The Popularity System, discuss here!

    I actually like the popularity system as it is.
    Ive published 3 maps, and 2 of them has grown popular. The first one (the one that didnt) is understandable since it was my first map ever made. I guess its just to give ppl what they want, which isnt much. CUS games (Create unit spawns) and TPS (Third person shooters) and Survival maps.

    Alot of ppl is to creative for this and make AMAAAZING maps, which is to bad noone plays, but still its up to the simple minded players to decide. Blizzard say they will change, but right now their just giving the playing ppl what they want, and isnt that the point of being a multi billion company?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [NEW] Resident Evil - Extinction

    @Obatztrara:

    Very well =) thanks, we should try it soon again!
    Dude i saw your video! looks great! Good editing

    Posted in: Map Feedback
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    posted a message on I need help plz!

    @yukaboy:

    Sure mate, well

    I just set

    Unit dies
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            (Owner of (Killing unit)) > 0
            (Owner of (Killing unit)) != (Owner of (Triggering unit))
            ((Owner of (Triggering unit)) is in (Allies of player (Owner of (Killing unit)))) == false
            ((Unit type of (Triggering unit)) has Structure attribute) == false
        Actions
            Variable - Modify unit kills[(Killing player)]: + 1
            Leaderboard - Set Leaderboard item text at column 2 and row (Killing player) to (Text(unit kills[(Killing player)]))

    to make the leaderboard paste the integer for the player in the leaderboard. Or was that not what u asked maybe?

    Posted in: Triggers
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    posted a message on I need help plz!

    @SouLCarveRR:

    I allready wrote that in the first sentece of my long tutorial for  him=)

    Posted in: Triggers
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