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    posted a message on colliding with nothing
    Quote from Zolstice: Go

    @KingRadical: Go

    skimmed through a couple of triggers and saw something suspicious right away.

    Unit - Order Ghost [184.54, 23.92] to ( Move targeting ((Position of Ghost [184.54, 23.92]) offset by (0.0, 100.0))) (Replace Existing Orders)

    are you sure thats the active WASD trigger system? i have two WASD systems on that map but one of them has been deactivated. i didnt want to delete the library so i deactivated instead. the trigger you are referring to probably belongs to the deactivated WASD system, but ill check again.

    edit: ya i just checked and the trigger im using is Unit - Order Ghost [184.54, 23.92] to ( Move targeting ((Position of Ghost [184.53, 23.92]) offset by 100.0 towards ( Current camera yaw of player 1) degrees)) ( Replace Existing Orders) the "offset by 100.0" in this trigger is a distance toward a direction rather than to a specific set point on (or off) the map. i think the trigger you are referring to is in the deactivated WASD system.

    Posted in: Miscellaneous Development
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    posted a message on colliding with nothing

    any ideas anyone?

    Posted in: Miscellaneous Development
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    posted a message on FPS/TPS movement (always moves toward camera facing)

    Edit: ok, i just did major overhaul of my tutorial, but now it requires less triggers and creates even less lag while still producing the same desired results :)

    This is something i figured out while messing around with a WASD movement system from another tutorial. don't know if somebody already posted something like this, but from what I've seen no one has. in some of the other WASD systems you can get the units to move forward towards your current camera facing (yaw), but if you wanted to turn you would have to stop, turn the camera, then hit the forward button again. From what I've created, you can constantly be moving forward and if you move the camera yaw to the left/right the unit will change direction and move forward in that direction without having to stop and turn.

    the tutorial that i used and modified was created by wazoom and can be found here:

    To Move Forward: http://i1080.photobucket.com/albums/j323/KingRadical/forwardmovementV2.png Forward Stop: http://i1080.photobucket.com/albums/j323/KingRadical/forwardstopV2.png Move Right: http://i1080.photobucket.com/albums/j323/KingRadical/moverightV2.png Move Right Stop: http://i1080.photobucket.com/albums/j323/KingRadical/moverightstopV2.png Move Left: http://i1080.photobucket.com/albums/j323/KingRadical/moveleftV2.png Move Left Stop: http://i1080.photobucket.com/albums/j323/KingRadical/moveleftstopV2.png To Backup: http://i1080.photobucket.com/albums/j323/KingRadical/backupV2.png Backup Stop http://i1080.photobucket.com/albums/j323/KingRadical/backupstopV2.png

    feel free to leave comments, suggestions, and questions. maybe there's something you want me to simplify, or something doesn't make sense cause I forgot to include something.

    Posted in: Triggers
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    posted a message on colliding with nothing

    @Zolstice: Go

    no the WASD trigger is fine, but now you see what i mean when i say that im hitting something like an invisible brick wall. if you keep moving out you'll move over the nearby cliff and then you can use the trigger to move around freely on the other side. for some reason i cant get the unit to move freely when im in that starting area. btw once you can move freely on the other side, if you hold down the 'W' button and rotate the camera, the unit will change direction and head toward the camera facing.

    Posted in: Miscellaneous Development
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    posted a message on A trench! ...and possibly some other cool stuff.

    @joecab: Go

    with your idea you could, in theory, make a never ending map! giving the illusion that your unit is moving up/down while the surrounding units are killed off-screen, you could create a sort of multi-level map by changing the terrain and texture sets to create a new level mid-game. essentially you could create an entirely new map mid-game without having to shrink down the playable area!! not sure if its possible to change the texture sets mid-game, maybe if you created a custom texture set to include all the textures then used triggers to alter the terrain and texture mid-game for each new level/floor........

    another thought, you could possibly even create a bank and save a floor/level to that bank in case you want to go back to previously visited floors/levels. then the game would have that floor/level saved with all the units, that were killed when you changed floors, in the same spots as when you left them. :D

    Posted in: Terrain
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    posted a message on colliding with nothing

    wow lol. i cant believe i didnt see the "add attachment" button all this time :P ok well here's my map. take a look and see if you can figure it out.

    Posted in: Miscellaneous Development
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    posted a message on colliding with nothing

    well i'm not sure how to post the map. I looked at the uploading screen and it was kinda confusing with the licenses and all (not sure what to put). If I could get some help there, then I would gladly post the map so people could look at it.

    Posted in: Miscellaneous Development
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    posted a message on colliding with nothing

    still having problems with this, any help?

    Posted in: Miscellaneous Development
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    posted a message on colliding with nothing

    @Ahli634: Go

    footprint of what? the unit? the doodad? both?

    well the doodad is a 4x4 footprint and the unit is just the normal ghost footprint, but I don't think that matters as the ghost cant even get close to the doodad.

    Posted in: Miscellaneous Development
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    posted a message on colliding with nothing

    no, its not the edge of the map and the trigger works perfectly fine elsewhere. I guess it could be a bug in the editor, but I really don't know :(

    Posted in: Miscellaneous Development
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    posted a message on colliding with nothing

    Im using a WASD trigger system to move my unit around the map, but there are some areas on the map where he cant walk into. Ive checked the pathing and the nearby doodad's radius, but there is nothing wrong. he just seems unable to walk through certain areas that have nothing in them. any help?

    Posted in: Miscellaneous Development
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    posted a message on posting maps

    hey all im fairly new to mapster. i want to know; how do i post my map here so others can download and look at it/try it out?

    Posted in: Off-Topic
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    posted a message on skybox for a multiplayer TPS map

    @HatsuneMikuMegurine: Go

    this is how you make a skybox to follow a unit. from there there should be something in the triggers that sets an actor only visible to a certain player. you could try that.

    Posted in: Miscellaneous Development
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    posted a message on (Solved) Getting a point 90 degrees from a unit's current facing

    @caspersc: Go

    how did you get the "+90 degree" part?

    edit: nvm i figured it out. thanks for the help :D

    Posted in: Miscellaneous Development
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    posted a message on (Solved) Getting a point 90 degrees from a unit's current facing

    Does anyone know how to retrieve a point that is 90 degrees from a unit's current facing? im trying to create an fps where "w" moves a unit towards the camera facing and "D" moves the unit 90 degrees to the right of the current camera facing. i have the unit always facing the camera yaw and the unit can move forward and backwards in relation to the camera facing, but im having trouble trying to get the unit to move left and right in relation to the camera facing.

    Posted in: Miscellaneous Development
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