Meh. Was going to leave it at, "yo" but sadly it said it needed to be at least 4 letters! Outrageous! My freedom gone. Stripped from me in seconds! And by what? A machine! Fuck the machine! Fight the machines! Rawr!~ lets start a revolution! < Rants when bored.
That was probably my asset. It was done via triggers and wasn't very ideal for most maps. Also the amount of polygons or units or something in that one area created like a -60 fps drop (when the camera was over it). Back then, maybe still, you couldn't turn the trigger on and off by the event of a unit entering a region, if that region was created on the fly. It's under Destructible bridge if your interested. Though, I would look at it and remake it If I was you. Would of been more efficient if you did it with buffs and did a trigger checking for it, rather than what I did which was checking distance from a buff of units and seeing if it was there. Well lots of better ways to go about it, and even save that massive fps drop. Such as making the units on the 1 edge, and then checking a bunch of points in between. The second problem would be the collision on the sides though. If it's important for you then it's basically useless. If you dont mind them walking off the sides, or sometimes being able to force themselves across, or not being able to automatically use smart move across the platform without walking to the sides, then it's fine. If there are blockers for units of a certain flying height then you could probably do that though. Thirdly, it had the problem of clicking and casting. Whenever you clicked it was on the ground below, so your clicking was quite off.
I dont know to much about data myself. But if you can read cliff levels then you can always check the point infront of the unit until it reaches what it needs. Sadly, without a proper animation, this will will look weird from side prospectives unless the unit is perhaps tilted some using pitch. But I really have no idea how to do that sort of thing in sc2. I wish I did though.
Yeah, was planning on going heavy in the math. People would like me more that way. Thankfully, I'm good at every subject. =D ... and dreadfully, I don't have a best subject because of it.
Thanks for all the replies. I'll take all of this into consideration. I'm thinking i'm going to get my major in computer science and level design, so that I have a backup plan, and it would also be a pretty good job for me as well if I ended up doing it.
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@deathtorn: Go
It's from a diablo 3 blizzard april fools joke. A unicorn shooting rainbows out of its ass.
Well, not much here either. Just minecraft! =( Cursive minecraft taking me away from my homies here.
Btw can I have a kitten? Pwease!
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Meh. Was going to leave it at, "yo" but sadly it said it needed to be at least 4 letters! Outrageous! My freedom gone. Stripped from me in seconds! And by what? A machine! Fuck the machine! Fight the machines! Rawr!~ lets start a revolution! <
Rants when bored.0
Yo. What's been up?
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Two replies after me, and both did not bother to care about my answer. =(
2 above you reaper, 1 above you zeroame. Go at it. =O
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@38dedo: Go
That was probably my asset. It was done via triggers and wasn't very ideal for most maps. Also the amount of polygons or units or something in that one area created like a -60 fps drop (when the camera was over it). Back then, maybe still, you couldn't turn the trigger on and off by the event of a unit entering a region, if that region was created on the fly. It's under Destructible bridge if your interested. Though, I would look at it and remake it If I was you. Would of been more efficient if you did it with buffs and did a trigger checking for it, rather than what I did which was checking distance from a buff of units and seeing if it was there. Well lots of better ways to go about it, and even save that massive fps drop. Such as making the units on the 1 edge, and then checking a bunch of points in between. The second problem would be the collision on the sides though. If it's important for you then it's basically useless. If you dont mind them walking off the sides, or sometimes being able to force themselves across, or not being able to automatically use smart move across the platform without walking to the sides, then it's fine. If there are blockers for units of a certain flying height then you could probably do that though. Thirdly, it had the problem of clicking and casting. Whenever you clicked it was on the ground below, so your clicking was quite off.
Found it. http://www.sc2mapster.com/assets/destructible-bridge/
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@ZealNaga: Go
I dont know to much about data myself. But if you can read cliff levels then you can always check the point infront of the unit until it reaches what it needs. Sadly, without a proper animation, this will will look weird from side prospectives unless the unit is perhaps tilted some using pitch. But I really have no idea how to do that sort of thing in sc2. I wish I did though.
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It's v. But if that's not working try turning up the editor's preferences. Make it like high or ultra.
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Something seems to be wrong with the voting. It adds up to 200%?
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Sounds neat. Kinda like rock paper scissors but more tactical and controllable.
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@o3210: Go
I thought you came because I'm here?
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@xhatix: Go
Yeah, was planning on going heavy in the math. People would like me more that way. Thankfully, I'm good at every subject. =D ... and dreadfully, I don't have a best subject because of it.
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Thanks for all the replies. I'll take all of this into consideration. I'm thinking i'm going to get my major in computer science and level design, so that I have a backup plan, and it would also be a pretty good job for me as well if I ended up doing it.
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@LinkD: Go
Thanks.
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@b0ne123: Go
idk if uncloaking has a transition, but cloaking to cloak does. It is a animation to a point, but it can be used on any unit, even imported models.
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What's a nested iteration error? XD