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    posted a message on From Dust ... Installing! :D

    Yeah I got it for the 360.

    It was enjoyable at first, but extremely easy and short. Pretty fun gameplay I thought though. But I'm into games like that. Was it worth the money? Kind of, at least at the time because I was soo bored haha..

    Now someone make a sc2 map with the same gameplay? That would be fun.

    Posted in: Off-Topic
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    posted a message on Dynamic Water

    At least from what I know, Sc2's water system is not very dynamic. Meaning that the water would not actually flow into an area based on elevation, and other reasons.

    Has anyone thought of a way to create a dynamic water system?

    My thought was to have the front of the water some kind of moving dood or effect, like a waterfall or something that had the appearance of flowing water. The flow of the water would of course be trigger driven is my guess, and behind the initial flow we could add in actual water? I'm not sure if you can do that in sc2, but if not actual water, then another dood!

    This was just a thought as I was thinking of a game where a person could terraform the world and create rivers, valleys and so on. Anyone else have an idea of how to accomplish this?

    Posted in: Miscellaneous Development
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    posted a message on Double Arrays

    Thanks everybody. I was kinda wondering because I thought you did have to have a set number for the array size.

    Posted in: Galaxy Scripting
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    posted a message on Double Arrays

    Thanks for the help! and sorry for the delay, I've been gone on a trip.

    So what you're saying zelda (and possibly TacoManStan) is that if you define variable fixed[3] randomfixed; that you can then make it a fixed[xxx] later? If so how do you go about doing that? I've run into problems when going outside the array.

    And also Array Lists are Java. lol

    Posted in: Galaxy Scripting
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    posted a message on Double Arrays

    Simple question, but I don't have a galaxy compiler to check. Does galaxy support double arrays for variables? If not, is there a simple way to go about making something similar? Thanks!

    Posted in: Galaxy Scripting
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    posted a message on How to make "slippery ice"?

    I would agree go with the trigger solution. I bet you could have easily 50 units moving on ice without lag. I've been working on a system which works similarly and it supports around that many. Just take the movement speed and angle when entering the ice area. Then every 0 seconds update the position in that direction. You might have to work with how far it's moved in order to make it look like it's moving at the same speed, but i'm not sure.

    Posted in: Triggers
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    posted a message on Removing/Adding Ground Collision

    Well alright, I'll go ahead and look at the reaper, and well I'm at it might as well look at the phoenix beam. But I put it in triggers because I know how to do this very easily with the data editor, just not exactly sure how to through triggering.

    Posted in: Triggers
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    posted a message on Removing/Adding Ground Collision

    @Ixsiehn: Go

    Is that even possible? I don't know my behaviors well. What type of behavior would this be? Thanks

    Posted in: Triggers
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    posted a message on Trying to make a ping pong game with the editor. Need help.

    @DarlD: Go

    Yep! Just ask away in the thread or PM me and I'll do my best haha. I've never been very good at explaining things though

    Posted in: Triggers
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    posted a message on Trying to make a ping pong game with the editor. Need help.

    Hello!

    Well i'm just going to guess you're going to stick to the very basic pong, 2D, and square! lol
    The way I would go about doing it is giving each ball it's X and Y velocities. Then you would also give the paddles their Y velocities.
    The ball's position would be updated every time space... (a periodic timer that has 0 for its paramater)
    I don't know how you want to have the paddles controlled. But...
    I would make an origin for each paddle, and then create a triggered rectangle box around them.
    If you wanted to keep it simple, you could do really easy checks with this triggered box. like so... (I don't know how to put it in a special box:( )

    bool BallEntersLeftPaddle(unit ball)
    If ((PointGetX(UnitGetPosition(Ball)) < LeftPaddleX + 3) && PointGetX(UnitGetPosition(Ball)) > LeftPaddleX - 3))
    And then do the same for the Y component!

    Being really simple you could check to see if it was because of the VelX or VelY did the ball enter the square, then change the sign of that component.

    Example:
    If (BallEntersLeftPaddle) then check to see if from one time space away does the X or Y velocity make it enter the box.
    if (OldPosition + VelX <= LeftPaddleXMax && OldPosition + VelX >= LeftPaddleMin)
    then VelX = -VelY

    Except you'd be checking on the X and Y componenets!
    You'd also have to make sure you were using the right positions for the paddle when checking.

    You could get a little more complicated and put the velocity of the paddle into the equation! (this would create some dynamic game play)
    You would just change it by doing some vector math instead of reversing the signs.
    In this your ball would most likely just be a circle, an origin with a radius.
    There might be a few collision bugs but it shouldn't be that hard to work out.

    This is just one way to do it, i'm sure there are better and simpler ways. Just thought I might contribute!
    I would also make the walls with regions, and do a similar thing with the triggered box. to make it really simple!

    Posted in: Triggers
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    posted a message on Removing/Adding Ground Collision

    So I am making a Jump ability, and it works except for when trying to go off a cliff. (Basically it's as if the unit hits a wall when trying to jump off a cliff!) I've manually removed ground collision in the data editor except when I do that unit attempts to move through walls.

    Is there anyway with triggers (or anything else) to remove the ground collision for a unit when need be? I appreciate any help! Thanks

    Posted in: Triggers
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