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.)
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.
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
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
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
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!
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)
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
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 :(
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?
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?
0
@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
0
@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
0
@doite:
solved
0
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
0
@ScrinKing: Go
Yes ofcourse. Just trigger them likewise as you would when shooting something. Look at my map -> Resident evil.. have some stuff
0
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
0
@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!
0
@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
0
@doite:
Really no one?
0
@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
0
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
0
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?
0
@Obatztrara:
Very well =) thanks, we should try it soon again!
Dude i saw your video! looks great! Good editing
0
@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?
0
@SouLCarveRR:
I allready wrote that in the first sentece of my long tutorial for him=)