I've been working non stop on this map since I joined this forum.
Please excuse the poor quality, I don't know how youtube take a very nice looking 23 mb vid, and trashes it for any reason...
Please note in this video that some things are not what it seems.
A: A lot more work/code has been put in than what it may appear to some users.
B.The weapons need work. Yes I blew myself up twice. I wasn't aiming high enough.
C. The mouse shows when supposed to, just camtasia does weird stuff.
D.The frame rate is better than it appears, again camtasia does weird stuff.
E.That turret is being rotated by actor triggers, not using the "dummy" aim method.
F.No, I am NOT claiming credit for everything in this map, HOWEVER, about 90% of everything imported from other maps/tuts have been changed or removed. I used them as examples, and adapted them for my own needs, which sometimes entirely changed every piece of code. Its HARD work, trying to understand someone elses code, understand what your code should be like, and converting it, testing it, fixing it, testing it, (you get the point)
At this point my brain is fried, every time I get on to work on the map, I hit brick walls over simple stuff, and take an hour to fix a dialog...
So... I would like to know if there is anyone experience in the game modes I have listed in the beginning of the map, and if they have experiance coding triggers to run each game mode / player mode / time limit...
My continuing of this map depends entirely on the support of scIIMapster's feedback. I need some "ego" juice to keep going :P
The more game modes you add the more complex the scripting becomes. If you wrote your engine correctly the first time which allowed for different game modes then it is not that much of a hassle.
Kind of like Wc3 to Sc2 ... Starcraft 2 itself is a mod of it's own engine, that is the way to write, everything should be modular, but seeing you are having trouble with dialogs, I presume that your scripting skill is not that good, and it might be wise to ask around for someone to help you out in the IRC.
Well, if nothing else, it certainly looks cool. I've been hoping to see a good UT-style mod for SC2 for a while and this seems like it could fit the bill nicely once complete.
Everything so far is written independently of each other,
For example. PlayerUnit[x], refers to the unit the current player has selected. Every trigger refers to PlayerUnit[x].
Kinda like OOP but with triggers and variables.
Lol, I am able to script fine, anything I don't know I google, usually have my answer in a few minutes and keep going.
And what I meant by having problems with dialogs, is that they are a pain for me to debug. But not anything I can't handle. Just takes me longer than debugging the usual triggers I am used to messing with.
Just for a point of reference, I was working on the same thing for warcraft III, but mouse support sucked... (was using detectable regions, with mouse over events, you had to make a ton of these regions mathematically, and then the whole computer couldn't keep up, or you used less and the mouse worked like crap)
http://www.thehelper.net/forums/showthread.php/118401-Modern-Sniper-Wars?highlight=
I have a few pictures, you can tell I have some fetish with snow in my FPS maps :P
(I would love to implement tracks eventually)
I've been working non stop on this map since I joined this forum.
Please excuse the poor quality, I don't know how youtube take a very nice looking 23 mb vid, and trashes it for any reason...
Please note in this video that some things are not what it seems. A: A lot more work/code has been put in than what it may appear to some users. B.The weapons need work. Yes I blew myself up twice. I wasn't aiming high enough. C. The mouse shows when supposed to, just camtasia does weird stuff. D.The frame rate is better than it appears, again camtasia does weird stuff. E.That turret is being rotated by actor triggers, not using the "dummy" aim method. F.No, I am NOT claiming credit for everything in this map, HOWEVER, about 90% of everything imported from other maps/tuts have been changed or removed. I used them as examples, and adapted them for my own needs, which sometimes entirely changed every piece of code. Its HARD work, trying to understand someone elses code, understand what your code should be like, and converting it, testing it, fixing it, testing it, (you get the point)
At this point my brain is fried, every time I get on to work on the map, I hit brick walls over simple stuff, and take an hour to fix a dialog... So... I would like to know if there is anyone experience in the game modes I have listed in the beginning of the map, and if they have experiance coding triggers to run each game mode / player mode / time limit...
My continuing of this map depends entirely on the support of scIIMapster's feedback. I need some "ego" juice to keep going :P
The more game modes you add the more complex the scripting becomes. If you wrote your engine correctly the first time which allowed for different game modes then it is not that much of a hassle.
Kind of like Wc3 to Sc2 ... Starcraft 2 itself is a mod of it's own engine, that is the way to write, everything should be modular, but seeing you are having trouble with dialogs, I presume that your scripting skill is not that good, and it might be wise to ask around for someone to help you out in the IRC.
@ibebusiness: Go
Well, if nothing else, it certainly looks cool. I've been hoping to see a good UT-style mod for SC2 for a while and this seems like it could fit the bill nicely once complete.
Keep on truckin'! :)
Everything so far is written independently of each other,
For example. PlayerUnit[x], refers to the unit the current player has selected. Every trigger refers to PlayerUnit[x]. Kinda like OOP but with triggers and variables.
Lol, I am able to script fine, anything I don't know I google, usually have my answer in a few minutes and keep going.
And what I meant by having problems with dialogs, is that they are a pain for me to debug. But not anything I can't handle. Just takes me longer than debugging the usual triggers I am used to messing with.
Just for a point of reference, I was working on the same thing for warcraft III, but mouse support sucked... (was using detectable regions, with mouse over events, you had to make a ton of these regions mathematically, and then the whole computer couldn't keep up, or you used less and the mouse worked like crap) http://www.thehelper.net/forums/showthread.php/118401-Modern-Sniper-Wars?highlight=
I have a few pictures, you can tell I have some fetish with snow in my FPS maps :P (I would love to implement tracks eventually)