While I find someone to work on the marine model that needs to be cut in half. I figured I'd work a little more on the concept of this map. I figured. Players are going to need a little bit of re-enforcement. So i created a nice little trigger that creates Marines and Medics every 15 second of real time.
The marines attack the enemy base no problem. But only 1 side of medics was following to attempt to heal. I found that kinda odd. So I figured. Meh lets just remove the original order to heal as soon as they spawn and make it more like a real medic AI would be. In was medics stand back before they rush into battle to heal. I figured I'd make a trigger looking like this to achieve these results.
Well. I was able to re-create a simple gun firing ability. The only down side is that the ability itself makes it that you HAVE to face the direction you are shooting at. My way at least you can face w/e direction you will still fire. Only down side? if you are moving away from your target, your unit will shoot away from the target while still hitting it. Recording with fraps to give a demonstration of what i've got down.
Also, I was wondering if it was at all possible to set up say the marine model to act like a tank. To have bellow the hips moving with the wasd and over the hips move with the cursor position?
Hello everyone! I've been looking around at the traceline tutorials and forums posts on insight on how I could make my Top view shooter.
Most of these tutorials took in consideration the height and a lot of other variables that I don't believe I would need for a top view shooter. I've been trying to work with something of my own using bits and pieces of tutorials here and there. Its not pretty. I could really use some help.
Here is my code and the map used for testing this.
PointClickedEventsUI-PlayerAnyPlayerclicksLeftmousebuttonDown.LocalVariablesDistance=0.0<Real>TargetUnit=NoUnit<Unit>Player=(Triggeringplayer)<Integer>ConditionsActionsGeneral-Repeat(Actions)2timesActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfPlayer==1ThenVariable-SetDistance=(Distancebetween(PositionofTargetUnit)and(PositionofPlayerUnit[0]))
Variable - Set Target Unit = (Random Living unit from (Units in P1 Click Point having alliance Enemy with player 1 matching Excluded: Missile, Dead, Hidden, with at most Any Amount))
Variable - Set Traceline.targetpoint[0] = (Point((Mouse X position clicked in the world), (Mouse Y position clicked in the world)))
Region - Move P1 Click Point to Traceline.targetpoint[0]
Variable - Set Traceline.playerpoint[0] = (Position of Player Unit[0])
Unit - Make Player Unit[0] face (Center of P1 Click Point) over 0.0 seconds
General - If (Conditions) then do (Actions) else do (Actions)
If
1 <= Distance <= 20
(Target Unit is in P1 Click Point) == true
Then
Animation - Play Attack animation for (Actor for Player Unit[0]) as Default, using No Options options and Default Time blend time
Environment - Deal damage using Marine - Guass Rifle (Damage) on Target Unit from Player Unit[0] with 0.0 extra damage
Else
Else
While I find someone to work on the marine model that needs to be cut in half. I figured I'd work a little more on the concept of this map. I figured. Players are going to need a little bit of re-enforcement. So i created a nice little trigger that creates Marines and Medics every 15 second of real time.
The marines attack the enemy base no problem. But only 1 side of medics was following to attempt to heal. I found that kinda odd. So I figured. Meh lets just remove the original order to heal as soon as they spawn and make it more like a real medic AI would be. In was medics stand back before they rush into battle to heal. I figured I'd make a trigger looking like this to achieve these results.
Thoughts?
@zeldarules28: Go
Well. I was able to re-create a simple gun firing ability. The only down side is that the ability itself makes it that you HAVE to face the direction you are shooting at. My way at least you can face w/e direction you will still fire. Only down side? if you are moving away from your target, your unit will shoot away from the target while still hitting it. Recording with fraps to give a demonstration of what i've got down.
@zeldarules28: Go
Tbh the data editor scares me and when I try to create something it usually doesn't work. Perhaps someone could point me in the right direction?
@TacoManStan: Go
Yes I just saw that. I'll move it up and update.
Alright Now its working but How do I make my unit constantly face the position of my unit while he keeps running in the other direction?
Also, I was wondering if it was at all possible to set up say the marine model to act like a tank. To have bellow the hips moving with the wasd and over the hips move with the cursor position?
Hello everyone! I've been looking around at the traceline tutorials and forums posts on insight on how I could make my Top view shooter.
Most of these tutorials took in consideration the height and a lot of other variables that I don't believe I would need for a top view shooter. I've been trying to work with something of my own using bits and pieces of tutorials here and there. Its not pretty. I could really use some help.
Here is my code and the map used for testing this.