Hey, this is my first time posting in here; I've been trying to get an actor to spawn in mid-air with no targets, but it doesnt seem to be working. Everytime i try to "create actor at point with Z offset", i get an error, and the actor wont spawn.
I tried a workaround just to test and spawned an entire unit, but the unit will only spawn on ground level (even with Z offset).
As you can guess, im trying to get a TPS thing working, im thinking of making a crosshair that will "get nearer" when you are pointing at an object nearby, while the crosshair stays far in the distance if you are aiming at nothing, or the object is quite far.
Also on that subject, anyone know how we can put crosshairs in? im not sure if i can import a jpeg and convert it to an actor.
Thanks in advance
EDIT: also, i recall seeing a map where when the unit was selected, the unit model gets high lighted (like a white line drawn around the perimeter of the unit model from the camera's PoV), anyone know how that is achieved?
why not make it a part of the interface that changes size based on the cursor distance? I'm not sure how to do that but it seems like it would work better than having actors flying around
now that i think about it =/ i may get crosshairs to work properly. but i will not be able to get shooting done properly, since when i shoot a projectile, it would only travel at the same height and wont go up or down (unless its going up/down a cliff)
i was thinking of making an invisible decoy unit everytime i shoot at nothing and create a missile that shoots from controlled unit to the invisible decoy unit =/ but if i cant adjust its height, i might have to create like 50 decoy units with 50 if statements to determine which one to be spawned depending on where my unit shoots at o.o;; which is bad.
what is the "point with Z offset" for anyway? it never seems to work no matter what i do. the point works, but the Z offset doesnt >>;
Height is not under unit property. It is seperate, simply Height of Unit but I think if you want units to walk around mid air, you might have to use site ops (which I know nothing about)
Hey, this is my first time posting in here; I've been trying to get an actor to spawn in mid-air with no targets, but it doesnt seem to be working. Everytime i try to "create actor at point with Z offset", i get an error, and the actor wont spawn.
I tried a workaround just to test and spawned an entire unit, but the unit will only spawn on ground level (even with Z offset).
As you can guess, im trying to get a TPS thing working, im thinking of making a crosshair that will "get nearer" when you are pointing at an object nearby, while the crosshair stays far in the distance if you are aiming at nothing, or the object is quite far.
Also on that subject, anyone know how we can put crosshairs in? im not sure if i can import a jpeg and convert it to an actor.
Thanks in advance
EDIT: also, i recall seeing a map where when the unit was selected, the unit model gets high lighted (like a white line drawn around the perimeter of the unit model from the camera's PoV), anyone know how that is achieved?
@Ixsiehn: Go
I'm not sure you can spawn them mid-air, but you can set their Height through either the Data Editor or Unit Property in the Trigger Editor
Still can't guarantee it will work though :P It was a bit of a weird thing
unit property changing doesnt work D= i tried, they wont allow me to change the unit height (the option doesnt even appear)
@Ixsiehn: Go
why not make it a part of the interface that changes size based on the cursor distance? I'm not sure how to do that but it seems like it would work better than having actors flying around
@happy04: Go
hmm thats actually a good idea, i think ill try that. Thanks for the suggestion =p
now that i think about it =/ i may get crosshairs to work properly. but i will not be able to get shooting done properly, since when i shoot a projectile, it would only travel at the same height and wont go up or down (unless its going up/down a cliff)
i was thinking of making an invisible decoy unit everytime i shoot at nothing and create a missile that shoots from controlled unit to the invisible decoy unit =/ but if i cant adjust its height, i might have to create like 50 decoy units with 50 if statements to determine which one to be spawned depending on where my unit shoots at o.o;; which is bad.
what is the "point with Z offset" for anyway? it never seems to work no matter what i do. the point works, but the Z offset doesnt >>;
Height is not under unit property. It is seperate, simply Height of Unit but I think if you want units to walk around mid air, you might have to use site ops (which I know nothing about)
For my 3rd person shooter system I used purely actors for missiles, I then used:
Actor - Send message (SetPositionH (X of Origin) (Y of Origin) (Height - (Ground height at Origin))) to actor bulletActor
But, you can use "Get Unit Actor" if you'd like to use a unit instead.