I'm currently in the process of creating a third person shooter, supporting 1 or 2 players. I currently have : Most of the UI done, which means ammo is displayed in top right corner, nearly identical to the call of duty ammo thing (magazine, total ammo, grenades, stunbangs, etc.). Grenades are set up based on the camera pitch (like in every first person shooter game) life is indicated by blood appearing on the screen (i might change it so that everything gets tinted red, i'm not sure which to go with), Pickups are set up (more ammo, grenades) as are certain psi abilities obtained only by pickup, with limited energy displayed by the ring on the spectre's back (to be implimented).
I'll take some screenshots and perhaps make a video once i get starcraft back (my mom uninstalled everything cuz she got pissed off at me :/) So, all that remains is, the theme... Should i make it a horror survival where you fend off zerg for as long as possible, or make it center around a storyline with a beginning and an end, or what (i also need a creative title, but i'm saving that for last)? I have absolutely no idea what to do with all this :(... Also, are tps maps even "in the market"? The bnet lag is also annoying, anyone know if blizz will finally fix it? Thanks in advance!
Basically what i have is a trigger which sets grenadedist to (insert formula with camera pitch), then a launch effect targeting position of unit offset by grenadedist. I'm trying to find out what formula to impliment
Hey Ive been wracking my brains for a loooong time trying to figure out how to set the distance a grenade is launched based on the camera pitch of the player (It's a tps), and i've been trying out many formulas with square roots, powers, absolute values.... can anyone please help me!?!
And here's what's setting up the image: (its on a repeat twice action which runs through it for each player, hence the Modify Player +1 at the end)
Dialog - Create a Modal dialog of size (1000, 1000) at (0, 0) relative to Center of screen
Variable - Set Life Indicator (Box)[Player] = (Last created dialog)
Dialog - Create an image for dialog Life Indicator (Box)[Player] with the dimensions (1000, 1000) anchored to Center with an offset of (0, 0) setting the tooltip to "" using the image Assets\Textures\bloodsplat_6.dds as a Normal type with tiled set to true tint color White and blend mode Normal
Variable - Set Life Indicator[Player] = (Last created dialog item)
Variable - Modify Player: + 1
I created a trigger in my tps which basically shows blood on the screen for every point of damage. However, my trigger isn't really working: whenever i shoot something it displays an error for this trigger saying that its trying to access an element past the array (or something like that). Furthermore, nothing happens when my unit gets attacked. Here's my trigger:
Life
Events
Unit - PlayerUnit[1] Life changes
Unit - PlayerUnit[2] Life changes
Local Variables
Life = 0.0 <Real[2]>
Conditions
Actions
Variable - Set Life[(Triggering player)] = (PlayerUnit[(Triggering player)] Life (Current))
Dialog - Fade Life Indicator[(Triggering player)] to a transparency of (100.0 - Life[(Triggering player)]) over a period of 2.0 seconds for (Player group((Triggering player)))
0
Is there any way to convert a color to a team color? As in I can set the team color to any color imaginable? thanks in advance!
0
@Selfcreation: Go
Do. Not. Insult. The. Iphone... Ever
@SoulCarverr. You could also be in Russia hiding in the basement
0
Is it possible to change the font and size of a dialog label if it's an integer value (via convert integer to text)?
0
I'm currently in the process of creating a third person shooter, supporting 1 or 2 players. I currently have :
Most of the UI done, which means ammo is displayed in top right corner, nearly identical to the call of duty ammo thing (magazine, total ammo, grenades, stunbangs, etc.).
Grenades are set up based on the camera pitch (like in every first person shooter game) life is indicated by blood appearing on the screen (i might change it so that everything gets tinted red, i'm not sure which to go with),
Pickups are set up (more ammo, grenades) as are certain psi abilities obtained only by pickup, with limited energy displayed by the ring on the spectre's back (to be implimented).
I'll take some screenshots and perhaps make a video once i get starcraft back (my mom uninstalled everything cuz she got pissed off at me :/)
So, all that remains is, the theme... Should i make it a horror survival where you fend off zerg for as long as possible, or make it center around a storyline with a beginning and an end, or what (i also need a creative title, but i'm saving that for last)? I have absolutely no idea what to do with all this :(... Also, are tps maps even "in the market"?
The bnet lag is also annoying, anyone know if blizz will finally fix it? Thanks in advance!
0
@Chiquihuite: Go
Please do!
0
@Chiquihuite: Go
Looks good, very underwatery! how did you manage to make the camera ripple?
0
Basically what i have is a trigger which sets grenadedist to (insert formula with camera pitch), then a launch effect targeting position of unit offset by grenadedist. I'm trying to find out what formula to impliment
0
@Builder_Bob: Go
wait what's the s0?
0
Basically when camera pitch = 315, the distance is its maximum (preferably 10), =270, it's 0
0
Hey Ive been wracking my brains for a loooong time trying to figure out how to set the distance a grenade is launched based on the camera pitch of the player (It's a tps), and i've been trying out many formulas with square roots, powers, absolute values.... can anyone please help me!?!
0
woah works perfectly now, thanks! Just wondering, how come you can't use variables in events?
EDIT: Nvm just searched it on the forum, apparently events are registered on the map loadup so you can only use constant variables
0
And here's what's setting up the image: (its on a repeat twice action which runs through it for each player, hence the Modify Player +1 at the end)
Dialog - Create a Modal dialog of size (1000, 1000) at (0, 0) relative to Center of screen
Variable - Set Life Indicator (Box)[Player] = (Last created dialog)
Dialog - Create an image for dialog Life Indicator (Box)[Player] with the dimensions (1000, 1000) anchored to Center with an offset of (0, 0) setting the tooltip to "" using the image Assets\Textures\bloodsplat_6.dds as a Normal type with tiled set to true tint color White and blend mode Normal
Variable - Set Life Indicator[Player] = (Last created dialog item)
Variable - Modify Player: + 1
0
I created a trigger in my tps which basically shows blood on the screen for every point of damage. However, my trigger isn't really working: whenever i shoot something it displays an error for this trigger saying that its trying to access an element past the array (or something like that). Furthermore, nothing happens when my unit gets attacked. Here's my trigger:
Life
Events
Unit - PlayerUnit[1] Life changes
Unit - PlayerUnit[2] Life changes
Local Variables
Life = 0.0 <Real[2]>
Conditions
Actions
Variable - Set Life[(Triggering player)] = (PlayerUnit[(Triggering player)] Life (Current))
Dialog - Fade Life Indicator[(Triggering player)] to a transparency of (100.0 - Life[(Triggering player)]) over a period of 2.0 seconds for (Player group((Triggering player)))
0
@Reaper872: Go
Random wikipedia articles, some youtube videos, game websites like addictinggames.com, etc. Just surf the web and see what comes up
0
@Selfcreation: Go
No thats not it. I want the unit to be flagged as cloak, but that the enemy hero (since its a tps) can barely see it