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    posted a message on Lagless WASD?

    @Doubleclick123: Go

    Actually, yes, you can, however I set it up a bit unorganzied, and haven't fixed it yet. The Z axis movement speed is identical to the X and Y speeds, but that will be fixed later. (assuming I continue work on this)

    @rpc190: Go

    Did you hide the terrain in the editor view or did you maunally hide all terrain cells?

    I have published it as Unlocked to Battle.net under the name "Dragon's Freeflight Engine" (No " "). You can view it in GE as well as play on B.net with up to 3 players total (including yourself). There are trigger errors with an unfinished collision system, but other than that, it's alright. Hold down the left mouse button for camera control (and freeflight mode).

    -Excuse my bad "space" background. I haven't really gotten around to it yet.

    Posted in: Triggers
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    posted a message on Lagless WASD?
    Quote from hobbidude: Go

    No lag but how's the delay? Better yet has anyone tested it in beta?

    The latency was around WoW average for a good computer. 10-30 maybe, nothing significant. I actually don't mind putting the map up. It has some unfinished parts, but I don't feel like working on it anymore. Too much headache for me, and the amount that I want to do is overwhelming. I don't mind if one of you takes control over it, as long as credit is given.

    Posted in: Triggers
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    posted a message on Return to mapping?

    @Karawasa: Go

    That's not an arguement.

    Posted in: Off-Topic
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    posted a message on Gunship RPG

    Check out a game called Zerg Shooter. The map picture should be a goliath. It sounds similar to this, but it's definitely different too. It may give you ideas.

    It's essentially a 5-player co-op. One player is a driver and the other 4 are gunners. The driver moves a goliath and picks up powerups and uses abilities, while the gunners sit inside and fire projectiles all over the place. Like I said, not the same thing, but idea-worthy.

    Posted in: Map Suggestions/Requests
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    posted a message on Return to mapping?

    Comparing pedophiles to farming is moot. Farming isn't illegal. There is good reason to frown upon rape and child molesters. What they do is unlawfaul and hence, against authorities. Judgement over farming isn't as justified, since they are doing nothing to bother you or your society in any direct way. Now maybe if a whole community was addicted to farming and nothing got done, then it would affect you, but it doesn't, so you have no reason to be bothered by it. If your community had a handful of child molesters, then you have issues. Security is the number one thing humans look to. (Followed by food) If that is taken away, people are affected. However, if your neighbor is farming up gold, what the hell does that have to do with anyone else?

    Posted in: Off-Topic
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    posted a message on adding buttons for new units for gateway.

    Expanding on what DrEvil said, you need to create a train ability first that makes the dragoon, or if you are using a pre-made mod, add the one that has it. After you put the button on the command card, there are several fields below the command card. They need to be set to Ability Command, (Your Train Ability), and the Unit that they make. If that's not done, it will not show in game, nor would it work if it did.

    Posted in: Data
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    posted a message on Lagless WASD?

    So I've been toying around with physics and WASD engines, and I've been starting to make a freespace map. I use a simple WASD system that sets a boolean variable to true when pressed down, and changes it to false when pressed up. Every .02 seconds, a trigger checks for the variables and moves the player's spaceship accordingly, as well as adjusting height based on the camera pitch. I published the basic engine privately to Battle.net to show some of my friends what it was like. I honestly expected disaster. A couple of them had severely bad internet connections, and lagged on basic maps, even melee games at times.

    I've tried this WASD engine before for RPG and shooter map engines, and it went as predicted- Ungodly lag, even with the periodic trigger set to check at .4s intervals, instead of .02s. The camera for the Freespace engine was set to a farclip of 20000, and on other maps, I have reduced it to around 100.

    Low and behold my surprise when it ran perfectly smooth, with no lag whatsoever. I tried the engine again in an RPG map and it lagged just as normal. I've concluded from this that the lag generated in most WASD systems is actually not the WASD system, but rendering the terrain. I have all of the terrain cells hidden in my map, and that is what is stopping the lag from ocurring.

    I don't know if this will help any of you or not, but I thought I should share this.

    Posted in: Triggers
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    posted a message on [Help] Income per Building?

    Add the structure to a unit group and add minerals equal to 200*# of units in unit group after the timer expires.

    Posted in: Triggers
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    posted a message on Gather Collision

    You may be able to do it with a weapon.

    Posted in: Data
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    posted a message on Weekly Terraining Exercise #83: Volcano Rumble

    Well, hopefully I got the album working correctly...

    I started over and made better use of doodads this time.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #83: Volcano Rumble

    @sobatao: Go

    Cool, I like it. :D

    Also, my work. http://i.imgur.com/oKoEP.jpg http://i.imgur.com/6swce.jpg http://i.imgur.com/Lbdnp.jpg http://i.imgur.com/71ePO.jpg Sorry I didn't do the last few weeks' WTEs, I didn't feel content with my work.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #81: Diablo III

    Just a portal to hell.

    Unforunately, I didn't do anything with the map borders...

    Posted in: Terrain
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    posted a message on Tower Defense Tycoon: Millionaire Contest

    @tetranoir: Go

    Perhaps. He has about 264(?) hit points and the towers only do 4 damage each. 8 DPS for 5-10 seconds? He might die, but it seems unlikely.

    Posted in: General Chat
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    posted a message on new map ?

    It can't be set up like in Hero Attack, where there are 4 maps or so to choose from, since SF:E uses a 256x256 map. It may seem that games with "map choosing" have multiple maps, but they don't. The mapper simply makes multiple terrains in a large space and uses camera bounds to make it appear as if there are several maps. This is impossible in games such as Special Forces: Elite and Island Defense, since they cannot have any more space.

    Posted in: General Chat
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    posted a message on Tower Defense Tycoon: Millionaire Contest

    Out of curiosity, what happens if you sell all of your towers right before the inspector walks into your maze?

    Posted in: General Chat
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