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    posted a message on Cargo/invetory ability brainstorming, please give a few ideas/thoughts

    Thank you, I like that idea, never thought of it before, I have another idea, I lurked across, and will attempt to get it working, but if all else fails, I will attach them with triggers.

    I have one other idea, )post link below), where I can attach "siege turrets" that has a turretZ point (allows rotation), onto my cruiser, make it invisible, and attach whatever "turret" I want onto that Z point.

    Then I will see if I can give the attachment a cargo ability, and that will take care of most of my issues, the next thing is making the turret turn with the cam, I used his demo map he provided (which works fine) but my turrets disappear when running it in my map.

    http://forums.sc2mapster.com/development/map-development/1941-rotating-a-turret-through-triggers/?post=34

    I wrote a short but detailed reply, maybe someone else can reproduce this problem and explain whats wrong.

    Posted in: Data
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    posted a message on Rotating a turret through triggers?

    @CrusaderHeimdall: Go (I realize that Crusader doesn't seem to log on anymore, maybe someone else can help... s3rius?)

    My turret dissapears when putting it in siege mode, I disabled every trigger in my map, copied yours over, created the tank spawn region, deleted the "create" turrent event from both the seige and non-seige turret actors. I manually set "hero" to a siege tank directly where the camera spawns when the map starts. if I leave the create event alone, the turrets just spin, exactly like your map does when I restore the create event.... (in your map, once I redelete these events everything works as should...)

    little help? (btw, changing the "HeroPosition", doesn't seem to effect the turrets behavior in your map)

    Posted in: Miscellaneous Development
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    posted a message on Cargo/invetory ability brainstorming, please give a few ideas/thoughts

    Hello forum, I've been lurking for about a week and registered the other day. Time to start contributing. But, in order to do that I ask for some help. Here goes:

    Think of halo, where you can get inside a vehicle, one person does the driving, the other person does the turret shooting.

    • I have a battle cruiser
    • 1 pilot
    • 2 turret gunners.
    • 3 players can enter this cruiser, each pick a spot they want. (first come first serve)
    • A player may drop at will without causing all other players to be dropped. (using load/unload causes all players to drop..)

    (Advanced, not requesting help yet on these, just throwing my complete idea out there)

    • They may drop at any time, causing "falling" damage, dependent on height
    • Get camera triggers set up for each position, gun triggers, and flying triggers

    My general thought:

    • create 6 slots the top 3 correlate to "left turret" "pilot" "right turret"

    the bottom 3 fill up as players get into the vehicle

    • create 6 buttons the top three are "enter" buttons, for "left turret" "pilot" "right turret"

    the bottom 3 will be unload slot buttons with trigger checks to make sure the player is in that slot, and not someone else.

    Posted in: Data
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