Save as a .SC2lib file. There is much editing that needs to be done to remove the "Shooter" aspect, but after that everything is pretty straightforward.
I also recommend BossBars+ by FuzzyYD for any unit UI (boss bars for health and such) that you may need.
Now it's working but when my unit is on any type of cliff it will continue to jump around using the launcher. It's pretty funny but not very practical.
EDIT: Decided to just make the effect an ability. That should stop it from jumping around and it fits the feel of the map a little more.
@DrSuperEvil: Go
Just tried both with and without validators, nothing.
What is this Combine validator? I don't have one can you explain how to make one?
Finally, I was thinking about something like you mention. Using a modeling program, I just need a tutorial to get started. Thinking I'll just google it.
I am using a CliffLevelGreater for my validator, Which checks if the origin unit or point and the target unit or point are not equal to 0 and the rest is set up like it should be. So I imagine it's the periodic offset that's wrong.
Do you know what offset I should use and/or somewhere I can read up on persistent effects?
The launcher is perfect I'm pretty sure so no need for that.
EDIT: Oh and a bit off topic but, how do I make units that are fused together like a zergling and a baneling combined or an archon and an ultralisk combined and what have you.
Is there a way to make the jump behavior run as you come up to a cliff instead of having to command your unit to move to a point at the top of the cliff? I want to use this in a Third Person game but currently it doesn't work right....
I could never get the internal revive system to work, so bear with me.
But it seems to me if, after the unit is "killed", move it instantly, restore all it's health, and then "revive" wherever, that could solve this problem.
I know some of the basics, but I need a specific type.
I want a jump ability which will start at the very base of a cliff, will go directly upward vertically, and as it comes over the top of the cliff-face will move horizontally to a little more than the edge of the cliff.
When I said some of the basics, I mean the unit climbs, but will either climb indefinitely or will get stuck in the cliff. Neither of which is close to what I am looking for.
Can someone please help me? I don't want to just copy-paste a unit's (reaper's) jump ability, but I don't know the first thing about movers. :s
0
I'm getting an error in 3DS Max 9:
Type error: Call needs function or class, got: undefined.
Why is this happening and how can I fix it?
The line of text it highlights is: id = toUpper tagID
Uppercaseall it shows is cameras but no unit or anything....
0
@Zero0018: Go
Alright. :)
0
@Zero0018: Go
I don't know. My current project isn't out of my base testing yet. So I don't know about multiplayer.
What don't you understand. though?
0
@Zero0018: Go
http://www.paste.sc2mapster.com/forums/development/triggers/7277-third-person-shooter-tps-engine-download-if-you-need/#posts
Save as a .SC2lib file. There is much editing that needs to be done to remove the "Shooter" aspect, but after that everything is pretty straightforward.
I also recommend BossBars+ by FuzzyYD for any unit UI (boss bars for health and such) that you may need.
BB+: http://www.paste.sc2mapster.com/assets/library-boss-bars-advanced/
0
@Aaternus: Go
Set Unit Property works for 1 or 2 of the stats that catalogs cannot change.
0
@DrSuperEvil: Go
Now it's working but when my unit is on any type of cliff it will continue to jump around using the launcher. It's pretty funny but not very practical.
EDIT: Decided to just make the effect an ability. That should stop it from jumping around and it fits the feel of the map a little more.
0
@DrSuperEvil: Go
Not sure if it was supposed to add the psi storm buff to me or the units/structures around me but it did neither.
EDIT: Wait, just got it to work! I removed the launch effect from the periodic effects and it worked. What does that mean?
EDIT+: The launcher works now! But when it launches and reaches the destination it kills my unit....
0
@DrSuperEvil: Go
I have a CliffLevelEqual NAND validator now, I've tried with and without the cliff greater validator, and still nothing.
Here's the NAND validator:
I've also tried with and without the jump behavior on the unit at the same time the persistent is, which didn't make a difference.
Also tried with and without the generic CliffLevelGreater. Didn't make a difference either.
And finally messed with the values for the offset. from 0-500 didn't work. from 1-500 in Y and X with 0 in Z didn't work.
0
@DrSuperEvil: Go Just tried both with and without validators, nothing.
What is this Combine validator? I don't have one can you explain how to make one?
Finally, I was thinking about something like you mention. Using a modeling program, I just need a tutorial to get started. Thinking I'll just google it.
Just in case, here's the launcher:
0
@DrSuperEvil: Go
So everything should be working...but it's not.
I am using a CliffLevelGreater for my validator, Which checks if the origin unit or point and the target unit or point are not equal to 0 and the rest is set up like it should be. So I imagine it's the periodic offset that's wrong.
Do you know what offset I should use and/or somewhere I can read up on persistent effects?
In case you want to see what I have so far:
Persistent Effect:
Validator:
The launcher is perfect I'm pretty sure so no need for that.
EDIT: Oh and a bit off topic but, how do I make units that are fused together like a zergling and a baneling combined or an archon and an ultralisk combined and what have you.
0
@DrSuperEvil: Go
I barely ever use data, so please bare with me.
0
@DrSuperEvil: Go
Right, the jump behavior itself works but I didn't think I needed a parabola to get what I wanted. I'll try it out now and get back to you.
EDIT: First of all I got it to work, thanks for the help there!
Perhaps you can help me with these next things too.
Here is my jump mover:
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@strongfoe: Go
I could never get the internal revive system to work, so bear with me.
But it seems to me if, after the unit is "killed", move it instantly, restore all it's health, and then "revive" wherever, that could solve this problem.
0
I know some of the basics, but I need a specific type.
I want a jump ability which will start at the very base of a cliff, will go directly upward vertically, and as it comes over the top of the cliff-face will move horizontally to a little more than the edge of the cliff.
When I said some of the basics, I mean the unit climbs, but will either climb indefinitely or will get stuck in the cliff. Neither of which is close to what I am looking for.
Can someone please help me? I don't want to just copy-paste a unit's (reaper's) jump ability, but I don't know the first thing about movers. :s
0
@tdhsst: Go
Just happy to provide assistance and I hope it helps you! :)