Hi, i have a great idea for a simple yet fun arena-style map involving tanks.
However i was wondering. I knew of maps that have really good asdw controls, but i have two thoughts regarding it:
1) They all move according to the camera. Is there a way to make them fixed directions regardless of the camera?
2) More than asdw to move around. What i have in mind will require 8 buttons, probably qwedcxza so you can move at angles.
The other side of the controls involves mouse-looking with the camera. That i know is possible, so not worried bout that one.
That definately makes it seem easier than i thought. Could easily keep it the 4 buttons with that. Ty.
@InsanitySektor
Their map is a fixed camera, however. My map will be panning around to aim the tank cannon (im hoping i can actually get the cannon itself to follow the camera view direction, but if i cant not like it'll kill the game) and using Left Click / RIght Click to fire main weapon / picked up special weapon.
Right now im not doing the movements. Busy working on the UI setup. Not planning to have any in depth UI, just an HP bar and weapon list. If you can have a minimap without having the normal game UI showing, i'll have that in there too for Radar purposes. Im still new to the sc2 editor so its taking me a bit. Originally wanted to do a mechwarrior map, but then this idea popped in my head and i figured it would be easier lol.
EDIT: On that note of the UI. there any way to change the scales of the boss bar? Its pretty short if you ask me (length wise)
Im trying to build that now because im as far as i can with the camera/UI till i get the movement/aiming system down.
Im not finding anything like you linked for the button pressed. All i can find is Button Pressed, which when i fiddle with it i dont find anything for keyboard inputs or your shift allow/alt allow/ctrl allow comment.
Is that instead you are putting a variable in place of the button, and a variable is dealing with the button?
EDIT: Nvm im stupid lol didnt have the library. In the process found out how to import them. Sweetness.
Well it took some copy pasting from my trigger editor but here is the exact movement I use in my own map, perhaps there can be improvements but I am not super with triggering.
Oh and make sure all the 8 triggers at the bottom (with the periodic event) are not set as initially on (right click the trigger and then click on the thing so it's not marked)
OK that makes a lot more sense. i had a feeling you used a variable but my knowledge on them was limited since WC3 had over-time lag issues with them and i lacked programming knowledge to fix it.
Also i had no idea how you did the move directions lol.
I'll try to implement this now, seeing as i am as far as i can get without getting the controls down. Thank you.
EDIT: Whoops, actually i need to finish the damn camera first heh. Right now i know how to get it in third person but its focused on the wrong spot of the unit so you cant see squat when looking straight ahead. Trying to raise it off the ground.
Question about the system u just detailed? Does this fck up due to terrain? I know there was a similar system like this one but when ever some of the directions i pressed, the unit wud decide his own direction, like his trying to avoid terrain? Maybe thats because of the huge offset the guy used and the smaller ones u are using.
Yes, basically each unit which can attack also has scan move hidden into their unit. It allows you to move a unit without attacking like you said. It's the only way to properly make a unit move as with attack-move it just doesn't seem to work and you would attack anything in your path making you unable to ignore the units if you use standard attack for your map.
I already double checked my work and im currently triple checking it, but the unit doesnt move.
I did everything you posted, variables n all. Only thing different is names, since im bound to get confused if i dont add P1 to everything once i add more players so i just did it now.
I would expect the unit to atleast do SOMETHING if i messed up though.
EDIT: Triple and quadruple checked it. Everything is how you posted. All the offsets are correct for moving and i dont have the turn off/on triggers mixed up. What gives?
EDIT: Went with another idea. It isnt a fixed direction so its affected by camera angle, but not like its hard to switch which button your holding if you wanna flip the camera around
Are you sure you put the MoveNorth etc not as initially on? And have you tried adding something like send text message in the triggers of key pressed so you can see if it actually responds at all?
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Hi, i have a great idea for a simple yet fun arena-style map involving tanks. However i was wondering. I knew of maps that have really good asdw controls, but i have two thoughts regarding it:
1) They all move according to the camera. Is there a way to make them fixed directions regardless of the camera?
2) More than asdw to move around. What i have in mind will require 8 buttons, probably qwedcxza so you can move at angles.
The other side of the controls involves mouse-looking with the camera. That i know is possible, so not worried bout that one.
Edit: See my post below for the full solution (every variable, every trigger).
Check with the guys that made Crush Company too... I know their map has 8 directional movement. ;)
@Morganlocky
That definately makes it seem easier than i thought. Could easily keep it the 4 buttons with that. Ty.
@InsanitySektor
Their map is a fixed camera, however. My map will be panning around to aim the tank cannon (im hoping i can actually get the cannon itself to follow the camera view direction, but if i cant not like it'll kill the game) and using Left Click / RIght Click to fire main weapon / picked up special weapon.
Right now im not doing the movements. Busy working on the UI setup. Not planning to have any in depth UI, just an HP bar and weapon list. If you can have a minimap without having the normal game UI showing, i'll have that in there too for Radar purposes. Im still new to the sc2 editor so its taking me a bit. Originally wanted to do a mechwarrior map, but then this idea popped in my head and i figured it would be easier lol. EDIT: On that note of the UI. there any way to change the scales of the boss bar? Its pretty short if you ask me (length wise)
@Morganlocky
Im trying to build that now because im as far as i can with the camera/UI till i get the movement/aiming system down. Im not finding anything like you linked for the button pressed. All i can find is Button Pressed, which when i fiddle with it i dont find anything for keyboard inputs or your shift allow/alt allow/ctrl allow comment.
Is that instead you are putting a variable in place of the button, and a variable is dealing with the button?
EDIT: Nvm im stupid lol didnt have the library. In the process found out how to import them. Sweetness.
Well it took some copy pasting from my trigger editor but here is the exact movement I use in my own map, perhaps there can be improvements but I am not super with triggering.
Oh and make sure all the 8 triggers at the bottom (with the periodic event) are not set as initially on (right click the trigger and then click on the thing so it's not marked)
Here are the variables and triggers used.
Variables:
Triggers:
The trigger that turns on the correct unit mover.
The triggers that turns off the correct movers and turns on a horizontal or vertical movement trigger if you were moving in a diagonal direction.
The movement triggers.
And that should work.
OK that makes a lot more sense. i had a feeling you used a variable but my knowledge on them was limited since WC3 had over-time lag issues with them and i lacked programming knowledge to fix it. Also i had no idea how you did the move directions lol.
I'll try to implement this now, seeing as i am as far as i can get without getting the controls down. Thank you.
EDIT: Whoops, actually i need to finish the damn camera first heh. Right now i know how to get it in third person but its focused on the wrong spot of the unit so you cant see squat when looking straight ahead. Trying to raise it off the ground.
Question about the system u just detailed? Does this fck up due to terrain? I know there was a similar system like this one but when ever some of the directions i pressed, the unit wud decide his own direction, like his trying to avoid terrain? Maybe thats because of the huge offset the guy used and the smaller ones u are using.
I know what you are talking about, I haven't encountered it with this movement myself. It just stops.
@Mogranlocky: Go
hows lagg compared to normal periodic WASD movement?
The map I am using it in is far from finished and single player so far so I do not know about that yet.
Whats with the Scan Moving Target thing anyway? im not finding that
EDIT: Got it. Forgot Scan Move was a new ability they added to units without an attack so they didnt run into the middle of a battlefield.
Yes, basically each unit which can attack also has scan move hidden into their unit. It allows you to move a unit without attacking like you said. It's the only way to properly make a unit move as with attack-move it just doesn't seem to work and you would attack anything in your path making you unable to ignore the units if you use standard attack for your map.
I already double checked my work and im currently triple checking it, but the unit doesnt move. I did everything you posted, variables n all. Only thing different is names, since im bound to get confused if i dont add P1 to everything once i add more players so i just did it now.
I would expect the unit to atleast do SOMETHING if i messed up though.
EDIT: Triple and quadruple checked it. Everything is how you posted. All the offsets are correct for moving and i dont have the turn off/on triggers mixed up. What gives?
EDIT: Went with another idea. It isnt a fixed direction so its affected by camera angle, but not like its hard to switch which button your holding if you wanna flip the camera around
Are you sure you put the MoveNorth etc not as initially on? And have you tried adding something like send text message in the triggers of key pressed so you can see if it actually responds at all?