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    posted a message on Camera Help

    Not really =( I know that's being a pain, but it's almost complete and would rather wait to put it up for grabs until it's done.

    If this helps, imagine you're looking at a cup on the table from the side, and then all of a sudden you're looking at it from above the table. You didn't slowly move from the side to above it. It just happened. Oh, and the side of the table you are standing on changes too.

    Edit: All fixed, thanks to Zandose in irc.

    Posted in: Triggers
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    posted a message on Camera Help

    Anyone? It's not game breaking, but it would be nice to fix it.

    Posted in: Triggers
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    posted a message on Camera Help

    Alright, in my map I use a top-down camera for the normal camera. For attacks, I use a close-up side view camera. When I switch to either of the cameras, there is a slight hitch where you can see the camera snap to the new camera's rotation, and then it zooms in/out over the duration. Is there a way to smooth the transition and get rid of the snap when it changes to a different camera rotation?

    switching to the attack camera (side view):

            Camera - Lock camera input for player 1
            Camera - Lock camera input for player 2
            Camera - Set Attack Camera target to ((Position of attackingUnit) offset by ((Distance between (Position of attackingUnit) and (Position of targetUnit)) * 0.5) towards (Facing of attackingUnit) degrees)
            Variable - Set Game Stuff.Camera Target Reset = (Attack Camera target)
            Camera - Apply Attack Camera for player 1 over 1.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Include Target
            Camera - Apply Attack Camera for player 2 over 1.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Include Target
            Camera - Apply camera object Rotation ((Angle from (Position of attackingUnit) to (Position of targetUnit)) + 90.0) for player 1 over 1.0 seconds with Existing Velocity% initial velocity and 10% deceleration
            Camera - Apply camera object Rotation ((Angle from (Position of attackingUnit) to (Position of targetUnit)) + 90.0) for player 2 over 1.0 seconds with Existing Velocity% initial velocity and 10% deceleration
    

    switching to the top-down camera:

            Camera - Unlock camera input for player 1
            Camera - Unlock camera input for player 2
            Camera - Apply Game Stuff.Game Camera[1] for player 1 over 10.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Don't Include Target
            Camera - Apply Game Stuff.Game Camera[2] for player 2 over 10.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Don't Include Target
            Camera - Apply camera object Angle Of Attack 73.0 for player 1 over 0.0 seconds with Existing Velocity% initial velocity and 10% deceleration
            Camera - Apply camera object Angle Of Attack 73.0 for player 2 over 0.0 seconds with Existing Velocity% initial velocity and 10% deceleration
    

    Edit: Also, when i change back to the normal camera, player 2's camera loses the 270 degree rotation i put on it at the beginning of the match. Can I prevent this without having to reapply the rotation every time i go back to normal camera?

    Posted in: Triggers
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    posted a message on Problem with hiding units/actors.

    @DrSuperEvil: Go

    And that is why I posed the second question.

    Edit: This is working now with a separate model for the death anim.

    Posted in: Data
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    posted a message on Problem with hiding units/actors.

    So would I do a model swap in the original unit's actor events to do the death anim model? Or just call the death model actor when the original unit dies in it's own events?

    Posted in: Data
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    posted a message on Attaching models to hidden units.

    I'm using the cloak and bury combo to mimic a hidden unit for everyone but the owner.

    Edit: Also, I can see both models with only the Bury flag checked. With both bury and cloak, then I cannot see the flag.

    Edit: And that worked Kueken, sweet :)

    Posted in: Data
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    posted a message on Attaching models to hidden units.

    I think have everything unchecked for it. But I know it's the cloak because the host and attached model show up the way I want when I turn off the cloak flag on my host unit.

    i'm stumped.

    Posted in: Data
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    posted a message on Attaching models to hidden units.

    I followed part of prozaic's intro to attachments tutorial to attach a model to a unit. However, as soon as I finished I received an error stating the model failed to initialize.

    I looked back at the actor events and noticed I didn't set the UnitBirth.'unitname'. fully. So i set it to UnitBirth.'unitname'.normal and the error went away. But now the model still does not appear. I am also using actor filters, so maybe I have those set wrong. I will play with them and see if it changes anything.

    Otherwise, does anyone have any idea?

    Edit: Ok, so I have the model attaching and showing up properly for the owner of the unit. It seems it's inheriting the cloak/bury from the behavior I have on the host unit. The filters for hiding the model from the owner seems to work but I still cannot see the enemy unit's attached model.

    Posted in: Data
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    posted a message on Problem with hiding units/actors.

    I am using the cloak/bury behavior to mimic a hidden unit. However, when I kill the unit, the death animation is visible to everyone. Is there a way around this?

    I am doing the kill with a trigger, so I tried just removing the unit instead and sending an actor message to play the death anim, but it looks wonky in a pick each unit action.

    Posted in: Data
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    posted a message on Tychus/Swann without flashlights.

    Probably. Though all they really need is idle and walk. I should ask Iskatumesk and see if he could tweak the originals for me.

    Posted in: Requests
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    posted a message on Tychus/Swann without flashlights.

    I am looking for models of Tychus and Swann without their flashlights or someone to edit them for me. If anyone would like to edit or knows of where I can find them already done, I would be mega happy.

    Posted in: Requests
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    posted a message on If/Then returning false, bad conditions?

    Ok. I will give it a try in a little bit. Left the room to spend time with my daughter. She got tired of sitting in one place at the computer lol.

    Posted in: Triggers
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    posted a message on If/Then returning false, bad conditions?

    I am expecting it to return false ONLY if the current region is 5 or 15 AND targeting one of the other four regions. The current region is where the unit is when the trigger runs and the target region is where the mouse click is.

    Posted in: Triggers
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    posted a message on If/Then returning false, bad conditions?

    Hello, I have this if/then I am using for a movement system and it's supposed to check the current position of the unit versus the target position and return true/false based on my requirements. Here is the first if/then and it is proceeding to the 'then' actions (return false) even if the current position is not 5 or 15. It seems my use of And/Or in this instance is not correct. Any help is much appreciated.

                        If
                            Or
                                Conditions
                                    current region == 5
                                    current region == 15
                                    And
                                        Conditions
                                            Or
                                                Conditions
                                                    target region == 45
                                                    target region == 55
                                                    target region == 85
                                                    target region == 95
                        Then
                            General - Return False
                        Else
    
    Posted in: Triggers
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    posted a message on Importing error

    Cool, it worked. Thanks Kueken.

    Posted in: Artist Tavern
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