First, do not bump topics if you haven't gotten a reply after an hour. Especially not if they're still one of the top topics in their respective forums anyway.
Second, your question has jack all to do with terrain, so you're not likely to get an answer here anyway. You could file the topic under pretty much every forum marked as 'development' (data, triggers, galaxy scripting, miscelllaneous), but not terrain. Let me know where you want me to move it, as I'm not entirely sure which of the sub-sections would fit best.
If you want it to work with any units then create your own. If you dont know how then you have 2 choices.
1. Rip apart the library and figure out how its build and how it works (thats what i did) then remake it into a custom.
2. Start off WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY smaller and get some basic knowledge about triggers first.
It's much more advanced then that. You obviously want there to be tracelines on the projectiles and when they hit something, like a doodad, for damage to register.
As i said. Strip it apart. I do know the answor, but it would probably just do more harm to tell you this since you wouldnt learn. But look though the VARIABLES that he has created specificly so the user of the library should be able to manage them to their own favor.
So. As a kick off for your journey down the "learning process". What do you want to do: Adjust hieght depending on the specific unit.
Theres a varaible called "height" which QUITE obviously could have something relevent to do in this. "if then else" action maybe? With a condtion -> unit type of playerunit [?] == thor -> action, set varaible Height -> something else?
As i said. Please do check though EVERYTHING before. He made it very easy. If you check my maps and look at "resident evil" -> that was my first third person mode map. It takes time, but you will have to eventually look though it anyway.
As a kick off for your journey down the "learning process".
I'm trying not to get annoyed, but.....
Anyway, I meant camera height, The "unit height" is the same for all ground units, is it not? It gives no idea of how high to make the camera above the unit.
So is it really that nooby to not have any idea how missiles work, besides their some unit with a weird mover created by an effect? All i wanted to know was if the create effect targeting unit would work with a launch missile thing, and if not, how would I make a unit shoot its missiles.
All i wanted to know was if the create effect targeting unit would work with a launch missile thing, and if not, how would I make a unit shoot its missiles.
I cannot answer for anything in the third person engine you mentioned. However, the answer to your question is yes. You can launch a missile with create effect targeting unit/point.
Try it with one of the stock launch missile effects and go from there. Make sure the effect you use can target Unit/Point, whichever of the two you choose.
I'm using martinolsson's TPS engine, http://forums.sc2mapster.com/resources/trigger-libraries/7277-third-person-shooter-tps-engine-download-if-you-need/ which uses tracelines and makes the unit preform the attack animation and dose the ghost damage. I can see how i can change this to make it use different weapons for different units, but how can i make a TPS shoot missiles?
What I really want, is a TPS that works for ALL units.
bumpy cake
First, do not bump topics if you haven't gotten a reply after an hour. Especially not if they're still one of the top topics in their respective forums anyway.
Second, your question has jack all to do with terrain, so you're not likely to get an answer here anyway. You could file the topic under pretty much every forum marked as 'development' (data, triggers, galaxy scripting, miscelllaneous), but not terrain. Let me know where you want me to move it, as I'm not entirely sure which of the sub-sections would fit best.
Ow, oops sorry, I definitely meant to put this under triggers.
Thats also why i had trouble finding it under triggers, searched it, and bumped it.
@grenegg: Go
If you want it to work with any units then create your own. If you dont know how then you have 2 choices. 1. Rip apart the library and figure out how its build and how it works (thats what i did) then remake it into a custom. 2. Start off WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY smaller and get some basic knowledge about triggers first.
@doite: Go
I definitely understand the thing, I have trigger knowledge :) And i have ripped apart the library.
Can I just use the effect targeting x for lunching missile effects?
hmmmm... Having it work for all units comes with height problems too....
@grenegg: Go
As i said. Strip it apart. I do know the answor, but it would probably just do more harm to tell you this since you wouldnt learn. But look though the VARIABLES that he has created specificly so the user of the library should be able to manage them to their own favor.
So. As a kick off for your journey down the "learning process". What do you want to do: Adjust hieght depending on the specific unit. Theres a varaible called "height" which QUITE obviously could have something relevent to do in this. "if then else" action maybe? With a condtion -> unit type of playerunit [?] == thor -> action, set varaible Height -> something else?
As i said. Please do check though EVERYTHING before. He made it very easy. If you check my maps and look at "resident evil" -> that was my first third person mode map. It takes time, but you will have to eventually look though it anyway.
I'm trying not to get annoyed, but.....
Anyway, I meant camera height, The "unit height" is the same for all ground units, is it not? It gives no idea of how high to make the camera above the unit.
So is it really that nooby to not have any idea how missiles work, besides their some unit with a weird mover created by an effect? All i wanted to know was if the create effect targeting unit would work with a launch missile thing, and if not, how would I make a unit shoot its missiles.
I cannot answer for anything in the third person engine you mentioned. However, the answer to your question is yes. You can launch a missile with create effect targeting unit/point.
Try it with one of the stock launch missile effects and go from there. Make sure the effect you use can target Unit/Point, whichever of the two you choose.