I'm trying to figure out for to create a function similar to "Point With Polar Offset" but a 3D version.
For my map I have the players main unit in the center of the map (x128y128z0) and another unit far away (x675y382z934). Since this other unit is too far away to show I want to get the angle difference, use a 3D version of "Point With Polar Offset" with a distance of 128, then scale the unit down to make it seem far away.
A doodad is an actor. Create Actor At Point should work, try using other actors and see if they show up.
Close.
My best guess would be to create a dummy unit, via triggers attach the Korhal building model, and alter it (variation, heightm scale, color, etc). the onkly problem i see is the collision range being too small and other units getting too close to it.
I created a system which uses terrain deformations and stores the height in variables for later use. This system has limits. I want to remake the system but use a different method which i believe would work better for me. Basically I take all the variable height data and store and/or compress compress it into a smaller data chunk then only recall/read these height data chunks for whatever area of the map is in use.
I'm looking for ideas of how to do this.
Some other information which may or may not help.
map size is 256x256
the terrain deformations go from 0 to 46 height with a 0.10 jump. 460 deformation actors total.
Thank you very much. It works correctly since I got the alignment and scaling correct.
I've encountered another problem though. While in the terrain editor, if you make two hills of 2x2 with 4 height side by side the editor will automatically "connect" these two hills with some terrain. So you won't have two separate hills but one 2x4 hill.
I'd like to request a simple model, using two triangles to make one square, size of 1x1 or 2x2 and I'd scale it in-game, and a texture of terrain. The reason being is that with a terrain panel I could connect the gaps.
The reason I'm requesting this model might be a little complex to understand. I believe this is a very simple model requiring nine triangles or polys (I do not know the correct term) and one texture or skin. I will attempt to find the file path or *.dds file for the texture but this is not my field of knowledge and may not be able to.
This might get a little complex, basically the game allows you to create terrain deformations (bumps, change height of terrain, etc) but this suffers from a problem. The problem has to do with viewing the terrain from certain angles will cause the most of (or entire) terrain to disappear. I believe this has to do with the cameras built-in rendering (showing of models and such) method which only renders things based on the map height, which terrain deformations do not change (its just a visual thing, not changing actual terrain height data). Part two, models (such as a marine, a flying unit, or a building) will still show up. Therefore I believe if i were to create a terrain deformation and "cap" it with a model of the terrain this would solve the problem. The terrain may disappear at certain angles but the models will not.
Model details
The images show 4 terrain cells raised to comprise one "block", with a size (in-game) of 3 by 3 (3x3). And a height are either 1 (lower terrain image) or 4 (higher terrain image). I've put a description with each image when you view it telling you what your seeing.
I want the model to be an exact same as the pictures shown, using the 9 triangles and the terrain texture (either part of the image or using the in-game texture), and the height to be 1 (unless this causes the texture to not look correct for some reason?).
Make the channeling ability spawn a unit periodically for the casting player (via data), then run the trigger using the Unit Is Created event. Immediately remove the created unit, then run your actions. The trigger unit should only be created while the casting unit is channeling. You can use "owner of created unit" to find the casting player.
The actions won't duplicate and will be much simpler to design.
Magnifico! Learning new things all the time. But doesn't this count as cheating since its data and not triggers? :)
I believe I see the problem. While the first trigger is waiting, you use the ability again causing a second trigger to run. After the waiting is done on the first trigger all the condition checks will still see that the unit is using the ability still and will keep running. My idea is to set a variable to a random real number, set this random number to the units custom value, and each time you do the condition checks check the units custom value for this random number. If a second trigger was to start while the first one is waiting the second trigger would change the units custom value to a new random number and the first trigger would see the incorrect number and stop.
I believe I encountered the same bug a while ago while working 3D space ship map. The yaw wouldn't update for small changes in yaw but it wasn't that big of a deal for me. Perhaps it was designed that way because getting a players yaw causes network traffic for all players and if a player moved their mouse/yaw like crazy you could have over 360 or more event to deal with in a second.
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Was just testing how to upload pictures....
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Added a generic dialog
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Various testing map for those interested.
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Added a creep system (enemy units)
Pick any model
(This effects all the creeps)
MovementSpeed
Life - current, max, regen, armor
Shield - current, max, regen, armor
Energy - current, max, regen
Attack - Damage, speed, range
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The idea is this, I have a map and I add stuff to the map. I post updates and if anyone has any ideas or suggestion they say it. Map currently has:
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Wanted to know if my understanding is correct or wrong.
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Hello.
I'm trying to figure out for to create a function similar to "Point With Polar Offset" but a 3D version.
For my map I have the players main unit in the center of the map (x128y128z0) and another unit far away (x675y382z934). Since this other unit is too far away to show I want to get the angle difference, use a 3D version of "Point With Polar Offset" with a distance of 128, then scale the unit down to make it seem far away.
0
Close.
My best guess would be to create a dummy unit, via triggers attach the Korhal building model, and alter it (variation, heightm scale, color, etc). the onkly problem i see is the collision range being too small and other units getting too close to it.
0
Hello,
I created a system which uses terrain deformations and stores the height in variables for later use. This system has limits. I want to remake the system but use a different method which i believe would work better for me. Basically I take all the variable height data and store and/or compress compress it into a smaller data chunk then only recall/read these height data chunks for whatever area of the map is in use.
I'm looking for ideas of how to do this.
Some other information which may or may not help. map size is 256x256 the terrain deformations go from 0 to 46 height with a 0.10 jump. 460 deformation actors total.
0
Thank you very much. It works correctly since I got the alignment and scaling correct.
I've encountered another problem though. While in the terrain editor, if you make two hills of 2x2 with 4 height side by side the editor will automatically "connect" these two hills with some terrain. So you won't have two separate hills but one 2x4 hill.
I'd like to request a simple model, using two triangles to make one square, size of 1x1 or 2x2 and I'd scale it in-game, and a texture of terrain. The reason being is that with a terrain panel I could connect the gaps.
0
Hello and good day to you sir or madam.
The reason I'm requesting this model might be a little complex to understand. I believe this is a very simple model requiring nine triangles or polys (I do not know the correct term) and one texture or skin. I will attempt to find the file path or *.dds file for the texture but this is not my field of knowledge and may not be able to.
This might get a little complex, basically the game allows you to create terrain deformations (bumps, change height of terrain, etc) but this suffers from a problem. The problem has to do with viewing the terrain from certain angles will cause the most of (or entire) terrain to disappear. I believe this has to do with the cameras built-in rendering (showing of models and such) method which only renders things based on the map height, which terrain deformations do not change (its just a visual thing, not changing actual terrain height data). Part two, models (such as a marine, a flying unit, or a building) will still show up. Therefore I believe if i were to create a terrain deformation and "cap" it with a model of the terrain this would solve the problem. The terrain may disappear at certain angles but the models will not.
Model details
The images show 4 terrain cells raised to comprise one "block", with a size (in-game) of 3 by 3 (3x3). And a height are either 1 (lower terrain image) or 4 (higher terrain image). I've put a description with each image when you view it telling you what your seeing.
I want the model to be an exact same as the pictures shown, using the 9 triangles and the terrain texture (either part of the image or using the in-game texture), and the height to be 1 (unless this causes the texture to not look correct for some reason?).
0
Magnifico! Learning new things all the time. But doesn't this count as cheating since its data and not triggers? :)
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I believe I see the problem. While the first trigger is waiting, you use the ability again causing a second trigger to run. After the waiting is done on the first trigger all the condition checks will still see that the unit is using the ability still and will keep running. My idea is to set a variable to a random real number, set this random number to the units custom value, and each time you do the condition checks check the units custom value for this random number. If a second trigger was to start while the first one is waiting the second trigger would change the units custom value to a new random number and the first trigger would see the incorrect number and stop.
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Post trigger please.
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@Enexy: Go
I believe I encountered the same bug a while ago while working 3D space ship map. The yaw wouldn't update for small changes in yaw but it wasn't that big of a deal for me. Perhaps it was designed that way because getting a players yaw causes network traffic for all players and if a player moved their mouse/yaw like crazy you could have over 360 or more event to deal with in a second.