Good to hear. I assume I understood your problem correctly? And sorry about the map. I forgot their was a mod being used. I was using another map and deleted everything but never thought about the mod.
What your probably noticing is the smoothing of the camera. For instance, I assume you already have the camera following the unit and whenever the unit moves the camera takes a half a second to start or stop following the unit. You need to edit some camera data to get rid of the smoothing values. There are just some camera settings/data which triggers cannot access or change.
In the data editor:
1) Open a new tab for cameras (its under 'Edit Advanced Data')
2) Select whichever camera your using and on the left window look for the field 'UI: Target Smooth'. *If not sure which camera you are using you can add a trigger at the start of your camera trigger which selects which camera data to use.
3) Expand it (double click the mouse or right click the mouse over it and select 'Expand All Fields').
4) Under the sub-fields for 'UI: Smooth Time Maximum' and 'UI: Smooth Time Minimum' change their values to zero.
I believe you can cut off the cameras viewing distance with Far Clipping.
In triggers: Search for the action "Set Camera Property". Change The Property to "Far Clip" and test some numbers.
Notes 1: Because the camera is cutting off you'll get like a black wall of nothing which looks bad. I suggest you make another trigger for some fog which will make it look better.
Note 2: You can also set up far-clipping in the data editor.
Edit2: Looks like your using galaxy or something. I don't understand some of that stuff. Sorry can't help. Shouldn't you post this within the galaxy forum or something?
Got any tips for moving over 200 actors to different x/y/z points without lagging? The game can handle moving 200 units fine but can't seem to handle 200 actor-move actions.
I received some feedbacks. Some people says the GAx3 mod is great, but after they used this mod, every time they open their map, they need to logon the BN to access the mod, it’s annoying, is there any way to bypass this progress?
I'm one of those peeps :(
I love this mod because it gave me control over actors (without units) and phasing (each player sees a different map). My whole map is based on this mod.
For the record, nothing I wrote was meant as an attack or negative criticism. I think you did a good job with the tutorial and I understand it'll be more thorough when the next part is written. I just wanted to give another way to organize things, as well as share the tip with the top folder to make all the other folders start as closed.
You're doing good work, keep it up.
I second that. When I saw this post I remembered the problems I had at the start. Over time I saw pictures of how different people organized their triggers and I built upon that.
In my excitement I posted my personal experience without regard for how that may reflect upon others. In the future I will try to remind myself how whatever I say may be affect or be interpreted.
Unit - Any Unit Enters within 2.0 of Gather Point 1 Local Variables
to a "enters region" trigger action instead? I haven't used 'range of point' very much, but that may be just too many calculations, especially if there are a lot of units, it may be checking distance every game loop, say Unit X is 1.9 range from point, now 1.85, now 1.80, etc instead of only checking when the unit enters a particular region.
I agree. You'd need to see what kind of trigger the editor uses for the event unit in range. I assume the game creates a square region and each time a unit hits the region a distance check is done.
I don't really see anything wrong with the trigger. Your options are:
Upload the map for a more in-depth look.
Using triggers, open the debug window at map initialization.
Using triggers, create debug messages all over the place displaying where it's at in the code (see code below). If you can add some information to it. Use combine strings and use a conversion triggers to get whatever values. Like the amount of time left in the timer and seeing if the value matches what should of happened.
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@Sherlia: Go
Good to hear. I assume I understood your problem correctly? And sorry about the map. I forgot their was a mod being used. I was using another map and deleted everything but never thought about the mod.
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What your probably noticing is the smoothing of the camera. For instance, I assume you already have the camera following the unit and whenever the unit moves the camera takes a half a second to start or stop following the unit. You need to edit some camera data to get rid of the smoothing values. There are just some camera settings/data which triggers cannot access or change.
In the data editor:
1) Open a new tab for cameras (its under 'Edit Advanced Data')
2) Select whichever camera your using and on the left window look for the field 'UI: Target Smooth'. *If not sure which camera you are using you can add a trigger at the start of your camera trigger which selects which camera data to use.
3) Expand it (double click the mouse or right click the mouse over it and select 'Expand All Fields').
4) Under the sub-fields for 'UI: Smooth Time Maximum' and 'UI: Smooth Time Minimum' change their values to zero.
5) Save game and test by moving your unit around.
I've uploaded an example map.
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No idea. I think i remember that in Warcraft 3 you needed to somehow put the midi into mp3's. But don't take my word for it.
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In the real world some mazes can be solved by putting your hand on the wall and following it without breaking contact.
Or, uh, just walk around the maze to the other size...
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Here's a wave system I made for someone else a while ago. Perhaps it will help you.
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I believe you can cut off the cameras viewing distance with Far Clipping.
In triggers: Search for the action "Set Camera Property". Change The Property to "Far Clip" and test some numbers.
Notes 1: Because the camera is cutting off you'll get like a black wall of nothing which looks bad. I suggest you make another trigger for some fog which will make it look better.
Note 2: You can also set up far-clipping in the data editor.
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Edit: Reviewing above post. forget this for now.
Edit2: Looks like your using galaxy or something. I don't understand some of that stuff. Sorry can't help. Shouldn't you post this within the galaxy forum or something?
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Got any tips for moving over 200 actors to different x/y/z points without lagging? The game can handle moving 200 units fine but can't seem to handle 200 actor-move actions.
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I'm one of those peeps :(
I love this mod because it gave me control over actors (without units) and phasing (each player sees a different map). My whole map is based on this mod.
0
I second that. When I saw this post I remembered the problems I had at the start. Over time I saw pictures of how different people organized their triggers and I built upon that.
In my excitement I posted my personal experience without regard for how that may reflect upon others. In the future I will try to remind myself how whatever I say may be affect or be interpreted.
I am looking forward to seeing the second part.
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@DarlD: Go
My bad. :( sorry.
I just really wanted to share my knowledge too. :(
Deleted above post.
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Deleted for inappropriateness on my part.
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Yes, yes he is.
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I agree. You'd need to see what kind of trigger the editor uses for the event unit in range. I assume the game creates a square region and each time a unit hits the region a distance check is done.
0
I don't really see anything wrong with the trigger. Your options are:
Upload the map for a more in-depth look.
Using triggers, open the debug window at map initialization.
Using triggers, create debug messages all over the place displaying where it's at in the code (see code below). If you can add some information to it. Use combine strings and use a conversion triggers to get whatever values. Like the amount of time left in the timer and seeing if the value matches what should of happened.