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    posted a message on Terrain Height

    @iE4TM4PS: Go

    Hmm :S it looks so smooth as it is now, it just sucks that it drowns everything. I'd hate to have to break it, I'll see what I can do.

    Posted in: Triggers
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    posted a message on Terrain Height

    Hey broooos, I made a terrain height deformation actor in order to lift all the terrain in one area, lava then rises periodically leaving only the top of the area visible. The only problem, is that the rest of the map becomes "flooded" I'd like the unit to still be able to be seen while in the lava, and I can't do this with unit height as it will clash with the physics engine. I would like a way to make all of the terrain rise slightly below the lava, and be able to reset it back to the default when the lava lowers.

    it would also work if I could lower the terrain actor height ingame

    Posted in: Triggers
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    posted a message on Resource Dilemma

    Hey guys, In the map I'm making I hide game ui, I then show resource panel because I'd like you to be able to see the resource, it shows Minerals and Gas, but a third, empty icon box appears. How do I remove this third box? and how do I change the icons and text display of the Minerals and Gas? I'd like to change the tooltip of minerals, and I'd like to change gas to "credits", updating that tooltip as well.

    Posted in: Triggers
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    posted a message on Selection/Deselection

    @JakeCake26: Go

    This may be a necro but I have new information.

    Make the game disable all selection types from player upon map ini. UI - Enable/Disable Selection Type

    then through triggers, select the unit you want selected for the specific player.

    Unit Selection - Select Unit

    This will make it so you cannot deselect that unit, and there will be no flickering or code running etc. I'm not entirely sure but it MIGHT make it so you cannot target units with abilities, I know you can still target points but I haven't tried with units.

    Posted in: Triggers
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    posted a message on Collision

    @grenegg: Go

    Hmmm thanks guys, I'll see if this helps and report my findings

    Posted in: Triggers
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    posted a message on Collision

    K this is really fucking pissing me off now, can you please, pleeeeaaasssee just help me out with this function? I have spent the last two hours doing exactly what you said but it hasn't helped me in the slightest.

    Posted in: Triggers
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    posted a message on Collision
    Quote from Eiviyn: Go

    Come on, it's really simple stuff. It's like adding 2 lines together. Just spend an hour or so researching it, starting with that article and you'll grasp it, I promise.

    graaagh, thats what I said! Yet I have now spent days in multiple instances searching for the information with no avail, everything I come close to starts simple then explodes into crazy functions that I don't need :S

    Again, I have never taken physics, the very limited knowledge I do have is that learned from wikipedia and advanced math class.

    This is incredibly frustrating, and the fifth time people have told me to do exactly that, instead of just helping -.-

    not to mention the few things I do come across I have no idea how to replicate in the editor considering I can't exactly add "km/h [E]" to all my real values and have the game understand what I'm talking about.

    I have tried over and over to teach myself how to do this, but nothing helps, everyone overcomplicates the shit out of it for no reason. I just need the basic function, from there I can reverse engineer the variables and find out how to replicate and perfect it for the situation.

    Posted in: Triggers
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    posted a message on Collision
    Quote from Eiviyn: Go

    http://en.wikipedia.org/wiki/Euclidean_vector

    thanks but that's exactly what I'm talking about -.- they use all these physics terms I don't understand in relation to functions that aren't explained. And, as a result, doesn't help me at all.

    I simply need a function (or separate functions) that returns the new movement direction (in terms of an angle) of one of those objects (adjustable) after collision as well as the new speed that it is traveling at. I don't know how I can be more specific than that. All of the information is provided I just need a function that returns those details :S

    there is no "simple collisions" to move up from! >.< I just need the function, the simple function that takes the given directions and speed, and returns the resultant angles and speed after collision. I know there is one, I know it's simple, I remember seeing it once in math class, but I can't find anyone able to provide it.

    Posted in: Triggers
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    posted a message on Collision

    Hey. So. I need a function to calculate the resultant angle and speed that two colliding objects will travel in after collision.

    Basically object A is traveling 38 degrees at a speed of 5 units per .05 seconds, object B is traveling 112 degrees at a speed of 10 units per 0.05 seconds and they collide. Mass can be easily adjusted on either object but for the sake of argument we'll say object A is a mass of 1 and object 2 is a mass of 2.

    This example is just using in-game real variables, calculating the collision on a 2D plane.

    Preferably this function would also be able to calculate the resultants after one object collides with an immovable second.

    I have no idea where to start when it comes to physics, and searching over the internet just brings up a bunch of functions that don't explain themselves in the slightest, everyone just assumes you know what everything means and why it means what it does -.- I also never took physics.

    Posted in: Triggers
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    posted a message on [UI] SC2Layout Files: Override method (Aiurchef method)

    so I'd like to move the chat frame to the far left of the screen, also, is it possible to change the button display of command buttons so they use a different image instead of the default using this method?

    Posted in: Tutorials
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    posted a message on Fields of Glory [Medieval Conversion]

    Only part I dislike is that it's an AoS, but great work on the art, looking forward to seeing these used in a game type that I more personally enjoy.

    Edit: after some quick lurking I saw your skin import tutorial on your site, in case you don't already know you do not need to overwrite the in-game texture, you can use this method here: http://forums.sc2mapster.com/resources/tutorials/20772-data-actor-events-message-texture-select-by-id/

    to allow one model to use any amount of textures that you'd like, using the actor message to switch between them.

    Posted in: Project Workplace
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    posted a message on [Galaxy Tactics] Recruiting one talented co-developer

    I may not be as skilled as yourself but I do have the basic knowledge and understanding required, I'd love to help out where I can. No credits or acknowledgment required I'd just like the experience, so that I can learn and further develop my own projects. I can do basic model and skin editing, I'm above average in triggers, have basic understanding of Galaxy scripting, and understand the basics and some advanced features of the Data editor. I won't lie, I probably won't be able to produce highly complicated coding and data on my own, but I guarantee I'll be able to understand, duplicate, edit, assist and fine tune all you'd like. I also have a lot of time to work on it so let me know if there's anything I can do to assist.

    I'm probably not co-developer material, at least not yet, but I would love to be a helpful addition to the team!

    I don't have any SC2 projects developed, but I have some old war3 maps I did a lot of work on.

    here's a couple examples if it interests you:

    http://www.hiveworkshop.com/forums/maps-564/battle-royale-dynasty-1-65-a-169560/?prev=d%3Dlist%26r%3D20%26u%3DTeldrassil

    http://www.hiveworkshop.com/forums/maps-564/star-wars-dogfight-v-9-4-a-79412/?prev=d%3Dlist%26r%3D20%26u%3DTeldrassil

    -Echo.

    Posted in: Team Recruitment
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    posted a message on Footprint

    I can now get it to be either Unpathable completely, disallowing moving and building, or fully pathable, allowing movement and building. I can't make it allow moving but not building :S

    Posted in: Data
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    posted a message on Footprint

    it just doesn't appear to work for the most part. I doubt its the young part, I've asked plenty of questions that have never been answered yet lol.

    Like, all my footprint manages to accomplish is making the structure build on a 2x2 grid. Beyond that it doesn't register.

    Posted in: Data
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    posted a message on Footprint

    I need a 2x2 footprint that allows ground movement but disallows building.

    Basically I want a structure that will allow units to pass through it but wont allow structures to be built on it.

    The footprint tab doesnt seem to work -.- I checked all the sets and placements and everything. I managed to get it so units can pass through it, but structures can still be built on it. I think it's simply not registering the footprint at all.

    Posted in: Data
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