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    posted a message on Better target traceline aiming system??

    Well to solve the accuracy issue could we just add a random real to the player's camera angle and pitch when using these values for the traceline? What i mean is: traceline(camera pitch + random real between -X and X).

    And by AoE effect do you mean weapon spray? Bullets traveling through a target? Explosions?

    Bullets traveling through a target wouldn't be a problem as we could just change the traceline function to return a unit group (all targets hit) as opposed to a boolean, then pass that unit group to a damage function?

    Explosions could be done by creating a sphere at the impact point and checking which units are within that sphere. Again, the function would return a unit group and damage could be dealt accordingly.

    Posted in: Triggers
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    posted a message on Weekly Terraining Exercise #15: Say 'cheese'!

    @yukaboy: Go

    In your screenshots you aren't using "Lock Game View Settings" (hotkey V). The skybox wont display unless its locked to game view settings (i.e. no grid on your map). Maybe thats the problem?

    Edit: Cbrag you might be able to fudge some of the lighting effects by increasing the HDR multiplier on those doodads? The original picture's plants definitely look more saturated.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #15: Say 'cheese'!

    Alrighty, well this is my first shot at the WTEs. Took about an hour to recreate and I'm not that happy with certain parts of it but I've done all I can do lol.

    Edit: Apparently not, that lighting was ATROCIOUS.

    Posted in: Terrain
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    posted a message on Making a buildings with 2 doodads

    As far as I know, you cannot have two actors in one unit without using the attachment system.

    That said, the attachment system is very restrictive without actually editing the bones of the model.

    Posted in: Miscellaneous Development
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    posted a message on Some triggers don't work when using "test map" but do when published?

    Can we have some examples of the triggers?

    Posted in: Miscellaneous Development
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    posted a message on Space background disapeared :-O

    Made me lol

    Posted in: Miscellaneous Development
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    posted a message on Actors help - how do I play the birth anim when unit is complete?

    If this is done through an actual ability as opposed to triggers, you could add an event to actor for the unit being created (the one coming out of the cocoon) along the lines of Unit Birth (Unit name) >> AnimPlayBracket (or whatever its called) Birth, Stand. Birth being under the intro line and Stand being content.

    Not entirely sure how this particular message would work out in game, but it is an actor message that you're looking for.

    Posted in: Miscellaneous Development
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    posted a message on Camera seeing through a model [Solved]

    I don't actually see the option progammer is referring to so I'll just throw my fix in here.

    Under the Models tab in the data editor there is a field called "Occlusion" with 3 options: Show, Hide and None. When a model with the "Show" option appears behind a model that has the "Hide" option, the "Hide" model will....well, hide itself. I'm assuming that the lava-fall in your map has a "Show" option and your rock is set to "Hide".

    And yes, this will work for anything that uses that model, including objects created via trigger.

    Posted in: Miscellaneous Development
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    posted a message on [Library] Realtime Mouse Tracking System

    I thought I'd throw in what I learned from having created a system like this before (Although I didn't realize it was a large enough solution of bother releasing here). I used cubes with a low Z scale for my highlight event units and set their transparency. In a Diablo style game the camera will be locked onto a unit which we can track the x,y of, so as long as the number of players does not become too large it would be entirely possible to only create enough boxes to fill the player's screen and to move them as the main character moves. Then again, I've mostly been coding for single player where the number of cubes needed is only enough for the one player.

    Just my 2 cents.

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Trigger] Help! - Dialog Box/Black Mask

    Lol I was going to make an account to reply but it turns out I already had one o.o

    Anyway, I think the problem you're having is due to shared vision between allies. Try changing the alliance aspects of each player to be only allied without shared vision at the map initialization.

    Posted in: Miscellaneous Development
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