Alright, at the moment, I am only trying to allow for an attack against zerglings. I have created a basic map, with default settings (all dependencies ativated) but am unable to attack units. What are the default values that I should insert into the height categories? Would you like me to send you an email of the map?
Also, in my previous post, I was mentioning a problem that I had had with the library, in that I could not see it. I am no longer experiencing that problem.
I've updated the original post now. There's instructions on how to get the library to work with your map.
The problem of not being able to shoot units is that their height is set to 0 as default (the custom value 0 = 0 from the start), so you need to alter it for every unit (which is supposed to be shot) you spawn on your map.
I've updated the original post now. There's instructions on how to get the library to work with your map.
The problem of not being able to shoot units is that their height is set to 0 as default (the custom value 0 = 0 from the start), so you need to alter it for every unit (which is supposed to be shot) you spawn on your map.
I've tried setting the values on zeglings from 0.1 - 1.0, and no matter what value is set for, I still cannot attack the units. Here's what I have entered:
(only for zerglings in a test enviornment)
Folder "General Events"> "Set Enemy Unit Height">IF (UNIT type of (Picked unit)) == Zergling, THEN Unit - Set (Picked unit) custom value 0 to 0.5
Are you sure the units actually get their custom value 0 set?
When you spawn the unit, see if it actually has their custom value 0 set to something else than 0.
Are you sure the units actually get their custom value 0 set?
When you spawn the unit, see if it actually has their custom value 0 set to something else than 0.
No, actually I've been at it for a few years now. However, usually my triggering is done with relation to cinematics, or anyting besides camera/attack systems. Though that was the general populace's standpoint back in WC3, since it couldn't really handle these types of modifications. In any case, I'll get back to you in a moment.
I've come up with a new solution. By renaming all parameters, variables, triggers, and folders in the demo map, you can then modify its size and texture set to your will, elliminating the need for a transfer. This is much more convenient, and even works for maps which were in developement, as you can copy and paste their terrain/doodads/triggers into the demo map.
My appologies for the triple post, but this is neccesary. You may only attack units from team 15. My map never had any problems, I was simply trying to attack units from team 2 (even when setting their status to hostile).
Um units in WC3 had custom values....... that you could change and output with triggers
and you could do just about anything in wc3 with triggers that you can in SC2 though sc2 has a few extra trigger actions and events that I always wished for in wc3
I was refering to the latency issues and inefficiencies which did not facilitate well functioning TPS/FPS's, not what was "possible." By this I meant that I didn't feel drawn to a craft if the results were inhibited by the game engine, and, additionally, the graphics. Starcraft 2 facilitates these types of mods, (albeit that latency issues on battle.net still remain) and there isn't the need to cover your eyes at the sight of terrible graphics. That was all that I was implying, my appologies if it came off incorrectly.
By the way, if anybody is using another language editor and can't see the triggers, there's an easy solution for that. Just open up the map with an MPQ editor and copy all data inside /enGB/ or /enUS/ and create your own locale folder just like the english ones. German would be /deDE/localizeddata/yourstuff
Because trigger names are strings as well. When you load up the map now, it should show.
hmm The zergling in this demo map have a very very low line of sight to which they aggro the player. Anyone know how to increase that line of sight so you don't have to run literally next to them before they aggro you?
hmm The zergling in this demo map have a very very low line of sight to which they aggro the player. Anyone know how to increase that line of sight so you don't have to run literally next to them before they aggro you?
Edit*
This game in fps mode looks better than Halo: Reach though rofl and that is pretty sad.
Especially when one considers that single persons are putting together these TPSs and FPSs alone, and only within a few weeks. Of course we're using models which were developed over the course of several years, so...
I was wondering how you could make missiles instead of traceline. for an instance i wanted to make a marauder but couldnt because i dont know how to make his attack work. could you plzz help? :)
Do you mean that the height of the enemy unit should be set equal to that of the main character?
For example, I have a zergling, UI-Height =0, but I have Nova as my main character. I would set the main height= to hers? Or do you mean to increase it point by point until we find a unit height that works with the targeting system?
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Alright, at the moment, I am only trying to allow for an attack against zerglings. I have created a basic map, with default settings (all dependencies ativated) but am unable to attack units. What are the default values that I should insert into the height categories? Would you like me to send you an email of the map?
Also, in my previous post, I was mentioning a problem that I had had with the library, in that I could not see it. I am no longer experiencing that problem.
@Aspernation:
I've updated the original post now. There's instructions on how to get the library to work with your map.
The problem of not being able to shoot units is that their height is set to 0 as default (the custom value 0 = 0 from the start), so you need to alter it for every unit (which is supposed to be shot) you spawn on your map.
I've tried setting the values on zeglings from 0.1 - 1.0, and no matter what value is set for, I still cannot attack the units. Here's what I have entered:
(only for zerglings in a test enviornment)
Folder "General Events"> "Set Enemy Unit Height">IF (UNIT type of (Picked unit)) == Zergling, THEN Unit - Set (Picked unit) custom value 0 to 0.5
Am I doing something wrong?
@Aspernation:
Are you sure the units actually get their custom value 0 set?
When you spawn the unit, see if it actually has their custom value 0 set to something else than 0.
How would I check that?
@Aspernation:
You're new to triggering? :)
You could display a text message showing the custom value 0 of the unit.
<<quote 141399>>
@Aspernation:No, actually I've been at it for a few years now. However, usually my triggering is done with relation to cinematics, or anyting besides camera/attack systems. Though that was the general populace's standpoint back in WC3, since it couldn't really handle these types of modifications. In any case, I'll get back to you in a moment.
Martin,
I've come up with a new solution. By renaming all parameters, variables, triggers, and folders in the demo map, you can then modify its size and texture set to your will, elliminating the need for a transfer. This is much more convenient, and even works for maps which were in developement, as you can copy and paste their terrain/doodads/triggers into the demo map.
My appologies for the triple post, but this is neccesary. You may only attack units from team 15. My map never had any problems, I was simply trying to attack units from team 2 (even when setting their status to hostile).
@Aspernation: Go
Um units in WC3 had custom values....... that you could change and output with triggers
and you could do just about anything in wc3 with triggers that you can in SC2 though sc2 has a few extra trigger actions and events that I always wished for in wc3
I was refering to the latency issues and inefficiencies which did not facilitate well functioning TPS/FPS's, not what was "possible." By this I meant that I didn't feel drawn to a craft if the results were inhibited by the game engine, and, additionally, the graphics. Starcraft 2 facilitates these types of mods, (albeit that latency issues on battle.net still remain) and there isn't the need to cover your eyes at the sight of terrible graphics. That was all that I was implying, my appologies if it came off incorrectly.
By the way, if anybody is using another language editor and can't see the triggers, there's an easy solution for that. Just open up the map with an MPQ editor and copy all data inside /enGB/ or /enUS/ and create your own locale folder just like the english ones. German would be /deDE/localizeddata/yourstuff
Because trigger names are strings as well. When you load up the map now, it should show.
hmm The zergling in this demo map have a very very low line of sight to which they aggro the player. Anyone know how to increase that line of sight so you don't have to run literally next to them before they aggro you?
This game in fps mode looks better than Halo: Reach though rofl and that is pretty sad
Especially when one considers that single persons are putting together these TPSs and FPSs alone, and only within a few weeks. Of course we're using models which were developed over the course of several years, so...
anyway, rofl.
I was wondering how you could make missiles instead of traceline. for an instance i wanted to make a marauder but couldnt because i dont know how to make his attack work. could you plzz help? :)
@martinolsson: Go
I'm having a problem with your map when im trying to save it says that there an error on the 21 line
unit gv_; (This line is supposed to have an error but i dont understand much in it)
I like the engine! the boolean switch wasd based movement isn't nearly as laggy as people have been complaining about.
@MAL22:
You should read the other posts. Sometimes when you open the map in another editor, the trigger and variable names disappear for some odd reason.
@Anthis:
It lags when you play on B.net.
@ Martinolsson,
Do you mean that the height of the enemy unit should be set equal to that of the main character?
For example, I have a zergling, UI-Height =0, but I have Nova as my main character. I would set the main height= to hers? Or do you mean to increase it point by point until we find a unit height that works with the targeting system?