• 0

    posted a message on HELP - Map file turned itself into a folder!

    Somehow my SC2 map file exported all dependencies and imported files into a folder. Now, I cannot open my map. Does anyone have any idea how to fix this?

    Updates

    • I guess the editor automatically saved itself as EditorTest01. It is working now.
    • When I try to open the map it says, "Files are missing from your StarCraft II installation."
    Posted in: General Chat
  • 0

    posted a message on Trigger Weather Effects

    Download: Weather - Beta 3.1 made by DarlD.

    Installation:

    1. Download and place the Weather file in your StarCraft II / Mods folder
    2. Open your map.
    3. Click File and Dependencies...
    4. Click Add Other...
    5. Scroll down to Weather.SC2Mod and click OK.

    How to add weather:

    1. Open Trigger Editor.
    2. Create a new trigger with the event of whatever you wish (Periodic Event is probably best).
    3. The action is easily done by creating a + Weather.

    Tips

    • The snow setting is actually rain; I don't know why but it is. Best way to make snow on the other hand is to place Weather Char - Ash and set their custom color to white.
    • I am making a third person shooter and I use this in my weather trigger which creates a new weather every 10 seconds around each player unit that lasts 10 seconds.
    Posted in: Triggers
  • 0

    posted a message on Weather

    Could you figure out how to make a storm follow a unit? I am asking because I have made a third person shooter with black fog making players unable to see past that point instead of screwing around with skyboxes, and creating heavy storms at the point of the player unit would make it less work for the computer. I will try making a periodic event and constantly creating a new heavy storm at the position of the player unit lasting only 10-20 seconds.

    Posted in: Project Workplace
  • 0

    posted a message on Please Help - FPS Weapon Issues
    Quote from Forge_User_44611484: Go

    You might want to post some of the triggers you are using, I cant tell much from the video you have shown (though it's good to have a video to see the actual error).

    Global Variables

    Map Initialization

    Direct Link

    Weapon Firing

    Direct Link

    Traceline

    Traceline Custom Script

    while(lv_traceDistance < 50.0) {
        if(lv_pitch < 90){
            lv_traceHeight = Tan(lv_pitch) * lv_traceDistance * (-1);
        } else if(lv_pitch > 270) {
            lv_traceHeight = Tan(360 - lv_pitch) * lv_traceDistance;
        }
        lv_tracePoint = PointWithOffsetPolar(lp_cameraPosition, lv_traceDistance, lv_yaw);
        lv_traceWorldHeight = WorldHeight(c_heightMapGround, lv_tracePoint);
        lv_traceRegion = RegionCircle(lv_tracePoint, 1.5);
        lv_closestUnit = libNtve_gf_ClosestUnitToPoint(lv_tracePoint, UnitGroup(null, 15, lv_traceRegion, UnitFilter(0, 0, (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32)) | (1 << (c_targetFilterHidden - 32))), 0));
        lv_unitRegion = RegionCircle(UnitGetPosition(lv_closestUnit), UnitGetPropertyFixed(lv_closestUnit, c_unitPropRadius, true));
        lv_unitWorldHeight = WorldHeight(c_heightMapGround, UnitGetPosition(lv_closestUnit));
        if(lv_closestUnit != null && 
        lv_closestUnit != gv_mainUnit[lp_player] && 
        RegionContainsPoint(lv_unitRegion, lv_tracePoint) && 
        lp_cameraHeight + lv_traceHeight - lv_unitWorldHeight >= 0.0 && 
        lp_cameraHeight + lv_traceHeight - lv_unitWorldHeight <= UnitGetPropertyFixed(lv_closestUnit, c_unitPropRadius, true)) {
            gv_traceline_currentTarget[lp_player] = lv_closestUnit;
            gv_traceline_currentTargetPoint[lp_player] = lv_tracePoint;
            gv_traceline_currentTargetHeight[lp_player] = lp_cameraHeight + lv_traceHeight;
            		
            return;
        }
        if(lp_cameraHeight + lv_traceHeight <= lv_traceWorldHeight) {
            gv_traceline_currentTarget[lp_player] = null;
            gv_traceline_currentTargetPoint[lp_player] = lv_tracePoint;
            gv_traceline_currentTargetHeight[lp_player] = lp_cameraHeight + lv_traceHeight;
            return;
        }
        lv_traceDistance += 0.5;
    }
    gv_traceline_currentTarget[lp_player] = null;
    gv_traceline_currentTargetPoint[lp_player] = null;
    gv_traceline_currentTargetHeight[lp_player] = 0.0;
    

    Movement Variables

    Movement

    Direct Link

    Direct Link

    Direct Link

    Posted in: Triggers
  • 0

    posted a message on Help - FPS Weapon Pitch, Bob, and Launch

    bump

    Posted in: Triggers
  • 0

    posted a message on Please Help - FPS Weapon Issues

    Updates

    Look at post #3 for images.

    Original Post

    Linked below is a video that I made displaying what is wrong with my FPS map. The issues include:

    1. Cursor not being hidden even after trigger action.
    2. Weapon does not adjust its pitch to follow camera.
    3. Weapon does not display a firing actor.
    4. Weapon does not bob while the player moves.
    5. Traceline seems to only work if player aims at the torso of the enemy unit.

    What can I do to fix these five issues?

    Posted in: Triggers
  • 0

    posted a message on Help - FPS Weapon Pitch, Bob, and Launch

    bump

    Posted in: Triggers
  • 0

    posted a message on First Person Camera trouble
    Quote from Aenigma: Go

    There is no way of making units only transparent to one player is there? I'm simply curious as that would fix the problem and also allow for map effects similar to 'phasing' in MMOs.

    If you download GAx3 and add it as a dependency you will be able to show an actor to only specific players.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Help - FPS Weapon Pitch, Bob, and Launch

    bump

    Posted in: Triggers
  • 0

    posted a message on Help - FPS Weapon Pitch, Bob, and Launch

    @Nebuli2: Go

    • What I have tried is creating two units. One named mainUnit and the other mainUnitFPS. The first is to be viewed by other players and the FPS used to be viewed by the player. In the mainUnitFPS actor named mainUnitFPSAttack I have set the Properties: Inherited Properties + to Opacity. I made an actor event Actor Creation > Set Opacity 0.0. This did not work.
    • I have used the GAx3 Library and so far it has done more than the previous attempt. I picked all Active Players and created the mainUnit then hid the actor for only the Picked Player.
    Posted in: Triggers
  • 0

    posted a message on Help - FPS Weapon Pitch, Bob, and Launch
    Quote from Nebuli2: Go

    Something I've tried recently which has yielded decent results is attaching the weapon to an invisible unit, and then using that unit's animations. Is a pretty easy solution, plus you get lighting on your weapon.

    Sounds good. I know what you mean but how do I attach the weapon or is it as simple as making a unit whose actor is set to a zero opacity and giving it a weapon?

    Posted in: Triggers
  • 0

    posted a message on Help - FPS Weapon Pitch, Bob, and Launch

    Updates

    • (12/11/12 4:50PM) The pack by Phaos below works wonders. Now my issue is adding pitch to the weapon actor to mimic where the player mouse-looks, making the actor bob while the player moves, and adding a launch actor at the nozzle of the weapon.
    • (12/10/12 7:20PM) I have downloaded the Terran ItemKit by Phaos. If this works I will be adding them to the list of credits.
    • I have the GAx3 library in the map and it hides the actor perfectly, but my issue is showing the weapon of the unit to the controlling player.

    Original Post

    I want to make my TPS into a FPS but want to show a weapon. I have tried using the SMMarineRifle but it does not work for obvious reasons and noticed immediately as I placed it in the terrain editor. What I am asking is what is the best way to display a weapon like in a FPS?

    Posted in: Triggers
  • 0

    posted a message on Request - New Civilian Unit

    I would like to request a new Civilian (Male) unit with changed textures and animation named Zombie. What I would like is to have the textures be the Dead Vandal textures with the addition of blood splatters and an emissive texture with glowing eyes one for each color: cyan, yellow, red. If it would be possible to have a second model missing an arm. For the new animation, I would like to have the unit have their arms out like the typical zombies act in games such as Black Ops.

    In short:

    1. Civilian model missing no arms.
    2. Civilian model missing left arm.
    3. Civilian model missing right arm.
    4. Three diffuse, normal, and specular textures (nine total) mimicking the Dead Vandal ones that fit the above three models.
    5. Nine emissive textures to glow the eyes of the three models above in different colors: cyan, yellow, and red.

    I have spent about 24 hours over the past week to figuring out how to do this in Blender, but I got to the part where my map would freeze even as I loaded it. If someone could explain it in a very simple way step by step how to do this or do it for me would do me wonders. I will put your username (or real life name if you like) in the map loading screen and in the credits repetitively.

    PS: I have tried the coin tutorial.

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on Third Person Shooter - Left 2 Die

    Updates

    • Changing the camera to first person from the original third person. If I cannot get it working I will return to third person. My issue is trying to find a way to make a FPS camera display a weapon that will fire. I have used the GAx3 to have a trigger action to hide the unit actor, but I need to find a model of a weapon or somehow to display the weapon int he FPS camera.

    Original Post

    Here is my concept. All specifics can and will be adjusted at some point. I have completed most of the crucial aspects such as the traceline and lag-less WASD movement (camera limits and fog help a lot), and in previous projects I have created many missions (especially in my Operation Dominion Mainframe map). I am new to items and somewhat new to abilities. I have tried adding new textures for a more "zombie" feel to the enemy, but have failed miserably.

    Title

    Unknown but thinking of "28 Parsecs Later" and I am open to ideas.

    Category

    Third person shooter horror survival inspired by Black Ops 2 Zombies.

    Purpose

    Receive transmissions that direct missions with each kill and mission completion gives all players minerals and which can be spent on upgrades. Each player has a battery which is used for their flashlight and spells (if I add spells). All missions completed and enemies killed adds to your score at which when the mean average of all player scores reach a specific amount after the current mission has been completed the final mission will occur which will involve you racing to the shuttle which appears at a random location. Dying will result in losing score. The only way to survive dying is to be revived by another player or sacrifice score points.

    Difficulties

    Casual, Normal, Hard, and Brutal. Each increases enemy Life and their weapon damage as well as the score needed to gain final mission.

    Missions

    The missions include surviving a specified duration, killing a number of zombies, rescuing or escorting colonists, finding a number of objects, and repairing structures. I am open to new mission ideas.

    Items

    Not yet implemented but figuring they will mimic Black Ops 2.

    • Immunity: gives immunity to all damage to all players for a short time.
    • Battery: gives the players a specific amount of charge for their batteries.
    • Nuke Nearby (not all enemies).
    • Double Points (aka minerals).
    • Double Damage (aka insta-kill).
    • Minerals (specific amount): minerals are for purchasing upgrades, call downs, and weapons.
    • Weapons (does not drop from the enemy): only one weapon can be equipped at a time with unlimited ammo (may add a limit) but must reload.
    • Max Ammo (if I add a limit to ammunition).

    Abilities

    Might add spells that use the player's battery executed via number keys and aimed using traceline. All spells unless specified will use a Search Area effect to inflict negative effects or give a beneficial effect. Each player would be able to choose which an ability at levels 1, 3, 7, 13, and 21. No abilities are self only and must target ground nearby to effect self. To name a few:

    • Charge
    • Blink
    • Psi Shield
    • Cloak (self): turns off all attacks and abilities. Might give a sort of Ambush bonus to the "out-of-stealth" damage bonus. Might add movement speed bonus too.
    • Damaging and Healing spells that include one with a casting time, instant, direct and periodic.
    • Drop-pods: can either be a Predator that assists you with an area effect melee attack or a Science Vessel renamed Medical Droid that is scaled down and height lowered to make a sort of hovering droid that will heal most damaged nearby ally. Both drop-pod pets will follow you and cannot be controlled.
    • Placed Turrets: can either be a Perdition Turret or Auto-Turret.
    • Spider Mines: duration of 2 minutes and with a cooldown.

    Enemy

    Enemies include all ground Zerg units and structures. I have added a day and night lighting to the map but without any enemy changes. May add a Dominion or Protoss aspect later on.

    Current Bugs/Issues

    If you have any knowledge on how to fix these bugs or issues please respond with a fix.

    • Traceline will only work if you aim about height of 1 (or about the head of the enemy unit).
    • Firing from low ground will result in a near-impossible aim.
    Posted in: Map Feedback
  • 0

    posted a message on Help with Diablo Attribute Type System

    @msong7229: Go

    Not to belittle your attribute idea, but a more balanced approach (in my opinion) is to add 1 point towards each attribute when the hero levels then the player chooses where to add 2 or 3 extra points whether he or she wishes to spread it around or all in one.

    I am making a sort of third-person-shooter Black Ops 2 Zombie survival with a StarCraft II Left 2 Die theme. I have nearly everything crucial completed such as the Traceline and lag-less movement (camera restrictions and fog play a huge part).

    Posted in: Triggers
  • To post a comment, please or register a new account.