The only question I have is how do I set air units height in the custom values?
For example.. I set the banshee's height to 4.5. And the height is exact, I can't hit over the unit, but I can hit below it, all the way to the ground!
How do I fix this?
You'll need to change the min height value, the min value is ground height by default. Which is why its a hit when the shot is between the height you put in (the max height) and the ground (the min height). I haven't actually looked at the engine so the possibilty to change it might be something you'll have to implement yourself.
I am trying to make the ghosts able to shoot eachother from your demo. I set their height to 1.2 but still can't hit them. I think I'm missing something, could some one give me a quick run down on were exactly you need to change these values?
Also I have been wanting to change the weapon they fire to a slow projectile. Is that possible with this code?
Does anyone know were the comand to keep you from mouse scrolling out? For some reason my camra still scrolls and I noticed a lot of the code just needs to be refreshed for it to work for some reason. Anyways I just need to know were this bit of code is so I stop people from scrolling out.
Also I noticed that you can only do a max zoom of like -3.0, anyone know why this is? I want to make a sniper scope type of zoom with at least a -20
Also @ BurningTempla
check the movement f() code:
Unit - Order PlayerUnit[Player] to ( Move targeting ((Position of PlayerUnit[Player]) offset by 0.5 towards (Current camera yaw of player Player) degrees)) (Replace Existing Orders)
try changing the 0.5 to 1.0
Also try chaning it to check every 0.2 instead of 0.4
Im using your engine to make a campaign called starcraft goliath and when i add more enemy units and buildings they dont take damage when i attack them also i was wondering how to make different abilities work like cloak and others
Is there a way to make so that the camera always faces the point of view of the unit? That way the unit's back is always facing your screen. Trying to make it so that you can shoot and run at the same time but it looks wierd when the unit faces the other direction while shooting
I just have one issue: for some reason, if I miss and shoot the terrain, the entire terrain starts flickering to black. Anyone else having this issue? I figured it had something to do with the line "If above is false, shoot terrain." but disabling that doesn't do anything :(
Any suggestions?
EDIT: It looks like something that would be a driver issue, but I've tried the newest + legacy versions for my NVidia card and nothing's worked.
Hello, I am playing around with this library in my current map. It is absolutely great, but I have one issue:
When my unit shoots downwards, it doesn't register a TargetPoint, which means the Damage effect doesn't execute. This only happens when I shoot on the ground of the lowest height areas in the map, so I think this has to do with something being a little messy with the height level calculation somewhere in the Traceline trigger. More specifically, it does register TargetUnits on this height, but not the terrain itself, so not TargetPoints.
If anyone's got an educated guess of what might be causing this, I'd love to hear it.
Hi / Hej,
I really like you library since its helps less advance users to create great map, but for us, maybe just me: Is it possible and how to customize the fire rate of the wepon? If i for instence would want a marines machine gun, with a clip around 30. Would that be possible? Or would the hole the trigger dont understand when holding down a key?
You'll need to change the min height value, the min value is ground height by default. Which is why its a hit when the shot is between the height you put in (the max height) and the ground (the min height). I haven't actually looked at the engine so the possibilty to change it might be something you'll have to implement yourself.
Is there any way to make it, so if I shoot a doodad the doodad will block the shot? lets say a tree or something?
Make this More than just one player please?
Are you serious? Download the multiplayer map. The file even has the name multiplayer in it.
Amazing tps engine, codes are clean, tyvm for sharing it with us
I am trying to make the ghosts able to shoot eachother from your demo. I set their height to 1.2 but still can't hit them. I think I'm missing something, could some one give me a quick run down on were exactly you need to change these values?
Also I have been wanting to change the weapon they fire to a slow projectile. Is that possible with this code?
Edit: Found the code, it's in the Traceline()
How to increase the moviment speed?
Just increase the movement speed of the unit
@LordKalla: Go
I tryed but it increases only the speed animation.
Does anyone know were the comand to keep you from mouse scrolling out? For some reason my camra still scrolls and I noticed a lot of the code just needs to be refreshed for it to work for some reason. Anyways I just need to know were this bit of code is so I stop people from scrolling out.
Also I noticed that you can only do a max zoom of like -3.0, anyone know why this is? I want to make a sniper scope type of zoom with at least a -20
Also @ BurningTempla
check the movement f() code: Unit - Order PlayerUnit[Player] to ( Move targeting ((Position of PlayerUnit[Player]) offset by 0.5 towards (Current camera yaw of player Player) degrees)) (Replace Existing Orders)
try changing the 0.5 to 1.0
Also try chaning it to check every 0.2 instead of 0.4
@mudtalo: Go
Just, thanks :)
I'm sorry, but the download link doesn't seem to work from me. Is anyone encountering this problem as well?
Nvm i figuered it out :D
Im using your engine to make a campaign called starcraft goliath and when i add more enemy units and buildings they dont take damage when i attack them also i was wondering how to make different abilities work like cloak and others
Is there a way to make so that the camera always faces the point of view of the unit? That way the unit's back is always facing your screen. Trying to make it so that you can shoot and run at the same time but it looks wierd when the unit faces the other direction while shooting
This is awesome. Completely awesome.
I just have one issue: for some reason, if I miss and shoot the terrain, the entire terrain starts flickering to black. Anyone else having this issue? I figured it had something to do with the line "If above is false, shoot terrain." but disabling that doesn't do anything :(
Any suggestions?
EDIT: It looks like something that would be a driver issue, but I've tried the newest + legacy versions for my NVidia card and nothing's worked.
This is really good. Thanks for the upload.
Also, out of my free time. I somehow reworked the TPS Engine
Changes:
Melee supports
both Range and Melee can be used in the same map
Removed HP bar (find it useless if you have show HP on )
Its still buggy but has a rough idea of it :(
Hello, I am playing around with this library in my current map. It is absolutely great, but I have one issue:
When my unit shoots downwards, it doesn't register a TargetPoint, which means the Damage effect doesn't execute. This only happens when I shoot on the ground of the lowest height areas in the map, so I think this has to do with something being a little messy with the height level calculation somewhere in the Traceline trigger. More specifically, it does register TargetUnits on this height, but not the terrain itself, so not TargetPoints.
If anyone's got an educated guess of what might be causing this, I'd love to hear it.
@martinolsson: Go
Hi / Hej, I really like you library since its helps less advance users to create great map, but for us, maybe just me: Is it possible and how to customize the fire rate of the wepon? If i for instence would want a marines machine gun, with a clip around 30. Would that be possible? Or would the hole the trigger dont understand when holding down a key?
@doite: Go
Sorry sorry sorry.. i know how annoying it is with the same questions. I found it on the second or third page!