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    posted a message on Creating a projectile with infinite range.

    I am trying to create a projectile weapon that has infinite range, where it either hits something or it keeps going until it is off of the map. This is pretty important to the concept for the mini-game I am working on, but it is turning out to be much more of a struggle to implement this simple thing than I had anticipated.

    The main issue I am having is that when I set the persistent effect offset to -500 (so it outranges the map area) the game automatically re-targets the projectile to aim at one of the corners of the map, or something similar to that. I have made a quick video to demonstrate the issue.

    I am used Kueken's "Colliding Projectiles" tutorial to create the projectile to begin with. But now I am trying to modify it for my purpose. I would really like to find a data solution to this problem, it certainly seems like it should be possible to do.

    If anyone has any ideas I would love to hear them. I have tried playing around with the throw and ballistic mover types but they each seem to have their own issues. Throw comes close to doing what I need but it does this 'bounce' thing at the offset range which causes the projectile to suddenly go a little off course.

    Posted in: Data
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    posted a message on [Data] Colliding Projectiles

    I understand the concept but I am not sure how you intend for it to be implemented. Is this possible through data?

    Posted in: Tutorials
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    posted a message on [Data] Colliding Projectiles

    I really appreciate your input. Could you explain in more detail what a line check is exactly and how I can implement it?

    Posted in: Tutorials
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    posted a message on [Data] Colliding Projectiles

    I am following the fireball tutorial to create a weapon for my little game but I need to modify it in a specific way and I am having a bit of trouble.

    I need to create a weapon that fires a projectile an infinite range. So it just goes off the map if it doesn't hit anything. The problem is that when I set the range offsets to 500, the missile no longer goes in the correct direction. It is always at least slightly off, and sometimes significantly off. Earlier in the thread you said "If you want it to travel indefinitely, change the used mover's target checking to never." But I cannot find 'target checking' on the mover anywhere and I don't know if this is the problem you meant to solve with that suggestion.

    Anyone have any ideas?

    Posted in: Tutorials
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    posted a message on Night of the Dead (NOTD)

    Your plans look awesome! I will give a shoutout to your kickstarter in my next GameHeart blog update, which will definitely happen before your kickstarter ends.

    Posted in: Project Workplace
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    posted a message on Destroy foliage

    What data category are terrain deformers in?

    Posted in: Data
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    posted a message on Destroy foliage

    I need a way to destroy foliage in specific areas instantly. Creep destroys foliage so I assume it has some sort of property that can do this which I can leverage to accomplish the same thing without creep, but I cannot figure out how.

    Doing it at the map level will not work because this is for an extension mod.

    So I would love to hear any ideas.

    Posted in: Data
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    posted a message on Warp-in Event

    I need an event that will trigger whenever a protoss unit or building finishes warping in. Any ideas?

    Posted in: Triggers
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    posted a message on Releasing map names

    Is there a way to 'release' a map/mod name from your control so you can upload another map with the same name on a different account? The 20 file limit is becoming a real issue for me with GameHeart and I now have 3 accounts juggling files but I want to organize them differently.

    Posted in: Miscellaneous Development
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    posted a message on Modify Victory Screen/Recreate and HotS Cpg Planet Zoom In

    I don't think it is possible to modify the victory screen. I believe it is a flash animation which is a blizzard locked feature, but I am not 100% certain so hopefully someone else who is more familiar with it can help.

    Posted in: Miscellaneous Development
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    posted a message on Game attributes vs Dependency Modules

    For anyone who is running into this problem I want to take a second to further clarify exactly what it is and what BumpInTheNight's solution was.

    Basically the problem is that when you use game attributes in a mod file, they will show up in the lobby for the map using the mod file, but the selections people make using your game attribute will not get carried over to any actions in the mod file naturally. You have to create an action definition in your mod file with parameters of the type "Attribute ID (Game)"

    You need to USE these parameters inside the action definition for any calls to the game attribute. In the map file you need to use your action definition and select the equivalent parameters in the map. This way when you call the game attributes in your action it is using the ones from the map and not the ones from the mod file (they appear to be different instances of the same attributes). Hopefully that is understandable. If you have any questions please feel free to email me at [email protected] or add me on skype as 'rtschutter' because I do not check sc2mapster very often.

    BumpInTheNight - I know this thread is 3 years old and you haven't signed in for more than 2 years, but I wanted to take a second to thank you for your post. So often people run into a problem, ask about it on the forum and then when they get no reply they never come back and report any solution they may have found.

    But your post saved my ass. And I would like to paypal you $20 to grab lunch or a couple of beers with. I will send you a PM as well and hope it shows up in your email or something.

    Posted in: Miscellaneous Development
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    posted a message on Display Queue labels?

    Hey man, GameHeart is actually a custom map and not an observer interface file. That is how I am able to create the labels you are talking about.

    Posted in: UI Development
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    posted a message on Testing Mod Files

    It doesn't work =/

    Posted in: Miscellaneous Development
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    posted a message on Testing Mod Files

    Okay, I have been trying to setup my mod file to use with 'test map' for awhile and I cannot get it to work. I have a map named "Test_Map.SC2Map" setup to use the mod file (which is in the mods folder) as a dependency. I have the map inside of the maps folder. And I have the map name set to "Test_Map.SC2Map" in the preferences.

    What the hell am I doing wrong? It constantly gives me the 'unable to load map' or 'unable to launch game' error, and trying to test it any other way is such a nightmare I really need to find a solution.

    Posted in: Miscellaneous Development
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    posted a message on Weird Font/Text Issue

    Hey guys, hopefully someone can shed some light on this problem. Occasionally in my GameHeart maps the number "4" will not occupy the horizontal space it should in a line of text. This does not happen all of the time, but it does happen fairly often. It does only seem to happen with the "Bebas" font.

    Here is a screenshot:

    Hopefully somebody will have an idea as to what might be causing this.

    Posted in: Miscellaneous Development
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