Hey folks, new to the forums, though I've been lurking for a while :) Finally hit upon a couple of things I can't solve presently from what I can find so I was hoping someone might be able to help me out, or even just point my in the right direction. I'm gonna dot point these just to make it as easy to understand as possible :)
Keypress Attack
-Selected units should turn and fire at current mouse location when bound key is pressed
-Units should not move into range of mouse position, they will fire and hit whatever is at their maximum range for the weapon.
-This isn't a mouse look shooter type game, it uses the standard Starcraft 2 view.
-So far I can figure out it will require a mash up of Tracelines http://forums.sc2mapster.com/resources/tutorials/1626-trigger-how-to-target-with-mouselook-tracelines/ and the mouse tracking system that's out http://forums.sc2mapster.com/resources/trigger-libraries/11481-library-realtime-mouse-tracking-system/
If someone can confirm that I'm moving in the right direction with this theory (or even give me a hand with assembling something working, scripting is still a bit out there for me) that'd be ace :)
Simple Inventory System/Weapon Switch
-Unit should be able to pick up and drop weapons in the game world
-Unit should be able to toggle between multiple carried weapons (preferably with an on screen display, not a drag and drop into weapon slot DOTA inventory system. Eg, max carry amount is 4 weapons, buttons 1 to 4 would select these weapons, right click dropping them. That's just a general idea)
-This one I really don't have much of a clue about, essentially I'm aiming for a simplistic inventory system, and so far everything I've found seems to be a DOTA/RPG style kit which seems a bit over kill. Is there a simpler method or is that pretty much the best option, and it's just a matter of stripping it down to the components I need?
Thanks in advance folks :)
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Hey folks, new to the forums, though I've been lurking for a while :) Finally hit upon a couple of things I can't solve presently from what I can find so I was hoping someone might be able to help me out, or even just point my in the right direction. I'm gonna dot point these just to make it as easy to understand as possible :)
Keypress Attack -Selected units should turn and fire at current mouse location when bound key is pressed -Units should not move into range of mouse position, they will fire and hit whatever is at their maximum range for the weapon. -This isn't a mouse look shooter type game, it uses the standard Starcraft 2 view. -So far I can figure out it will require a mash up of Tracelines http://forums.sc2mapster.com/resources/tutorials/1626-trigger-how-to-target-with-mouselook-tracelines/ and the mouse tracking system that's out http://forums.sc2mapster.com/resources/trigger-libraries/11481-library-realtime-mouse-tracking-system/ If someone can confirm that I'm moving in the right direction with this theory (or even give me a hand with assembling something working, scripting is still a bit out there for me) that'd be ace :)
Simple Inventory System/Weapon Switch -Unit should be able to pick up and drop weapons in the game world -Unit should be able to toggle between multiple carried weapons (preferably with an on screen display, not a drag and drop into weapon slot DOTA inventory system. Eg, max carry amount is 4 weapons, buttons 1 to 4 would select these weapons, right click dropping them. That's just a general idea) -This one I really don't have much of a clue about, essentially I'm aiming for a simplistic inventory system, and so far everything I've found seems to be a DOTA/RPG style kit which seems a bit over kill. Is there a simpler method or is that pretty much the best option, and it's just a matter of stripping it down to the components I need?
Thanks in advance folks :)