I am considering making a very unique game that I would spend a lot of time making it into a quality map with 2 other friends that also code.
I did not see any built in methods for this, so I know it would require a decent amount of code, but with the galaxy editor and galaxy script, would it be possible to have X Y Z unit movement?
Its possible with GUI or script, but you gotta make your own functions. (Easier with script IMO) You'd need to do something that involves tracelines and the directional movement (I assume the direction your mouse is facing will determine the forward direction) Keep in mind 2 constraints though.. Unless you're using data for WASD, WASD tends to generate network traffic and may be unresponsive.
Either that or just use wasd + 2 keys that allow Z movement.
You can use SetRotation to do that. I am working on figureing the rest of it out. But if you look at this vid you will see the turret of a tank, hovering above the tank rotating on all axis's. Also the Z position (height) is a part of that
If your interested in working with me, I would love to get this all together finally, as i am also making a map, that will have flying units you can get into. and fly. and shoot. and control a turret.
Thanks for the replies, I figured the best way this would happen was through some heavy galaxy script coding.
ibebusiness I would be interested in figuring out some of this together with you, what I am hoping to do with it is considerably different, but I would nevertheless be interested in helping you and learning more in the process, I am not super familiar with galaxy script, though it appears to be very similar to C which I do know.
Now I have to figure out if it is possible for unit pathing to be 3d, in relationship to the terran/map rather than objects like a turret moving up in relationship to the main section of the unit.
The best idea I can come up with for an example of what I want is like StarBattle, but with ship movement on all three axis. (not exactly what i plan on doing, but something like that anyway)
I have not yet started making the map, I need to check a great many things before I start working on it, and assemble a team to help work on it.
There would be no point in me making the map if 3d unit movement is not possible, what you showed in your video is not exactly what I was talking about.
What I am looking at doing is creating a map that would be very similar to Homeworld, with several major changes however.
You can move the unit ANYWHERE in the map, even below it( it wouldn't look right though... You would have to actually make the "underground" layer. Blizzard showed a FPS demo, there a unit was walking around and it was underground.
Anyways you use "SetPostion X,Y,Z" x and y being the coordinates, and Z being the height position on the map.
Here is what I used for my turret. Now you say that isnt what you want, well actually it is, I had to use this line to get the turret BACK on top of the tank, because it was below that map. Also, when I first learned of this trigger I spent 4 days on this forum and others trying to figure out why my turret disappeared. Low and behold it was and I only needed to adjust z.
Also, when I look at this and what I want to do, , say even a small portion of what I would like, say a 2v2 or 4 players with each having maybe 200 units totaling around 800 units plus maybe 50 to 100 neutral units on the map, with all these triggers going on to control 3d movement for all of these units, wouldn't that create massive lag for a multi player game?
For a Homeworld-style game you may only need to track the Z axis and adjust each actor's height accordingly. If I recall correctly, ships were basically always horizontally pitched in Homeworld with the exception of fighters. For the weapons you might have to make changes to the impact site, or go for a custom projectile system. SC2 does have a Z axis, it's just generally ignored for unit tracking.
I am right now integrating a bunch of code, but send me a reminder pm about this thread. This is my NEXT step, I have battlecruisers im going to fly :P
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I am considering making a very unique game that I would spend a lot of time making it into a quality map with 2 other friends that also code.
I did not see any built in methods for this, so I know it would require a decent amount of code, but with the galaxy editor and galaxy script, would it be possible to have X Y Z unit movement?
nothing eh....?
@CriscoCube: Go
Its possible with GUI or script, but you gotta make your own functions. (Easier with script IMO) You'd need to do something that involves tracelines and the directional movement (I assume the direction your mouse is facing will determine the forward direction) Keep in mind 2 constraints though.. Unless you're using data for WASD, WASD tends to generate network traffic and may be unresponsive.
Either that or just use wasd + 2 keys that allow Z movement.
@CriscoCube: Go
You can use SetRotation to do that. I am working on figureing the rest of it out. But if you look at this vid you will see the turret of a tank, hovering above the tank rotating on all axis's. Also the Z position (height) is a part of that
If your interested in working with me, I would love to get this all together finally, as i am also making a map, that will have flying units you can get into. and fly. and shoot. and control a turret.
Thanks for the replies, I figured the best way this would happen was through some heavy galaxy script coding.
ibebusiness I would be interested in figuring out some of this together with you, what I am hoping to do with it is considerably different, but I would nevertheless be interested in helping you and learning more in the process, I am not super familiar with galaxy script, though it appears to be very similar to C which I do know.
Now I have to figure out if it is possible for unit pathing to be 3d, in relationship to the terran/map rather than objects like a turret moving up in relationship to the main section of the unit.
The best idea I can come up with for an example of what I want is like StarBattle, but with ship movement on all three axis. (not exactly what i plan on doing, but something like that anyway)
@CriscoCube: Go
I got my part to work, just to update you. Much better quality and no jumping.
Btw, if you want pm me your map and give me a task :) Im usually good at getting a lead quick.
I have not yet started making the map, I need to check a great many things before I start working on it, and assemble a team to help work on it.
There would be no point in me making the map if 3d unit movement is not possible, what you showed in your video is not exactly what I was talking about.
What I am looking at doing is creating a map that would be very similar to Homeworld, with several major changes however.
You can move the unit ANYWHERE in the map, even below it( it wouldn't look right though... You would have to actually make the "underground" layer. Blizzard showed a FPS demo, there a unit was walking around and it was underground.
Anyways you use "SetPostion X,Y,Z" x and y being the coordinates, and Z being the height position on the map.
Here is what I used for my turret. Now you say that isnt what you want, well actually it is, I had to use this line to get the turret BACK on top of the tank, because it was below that map. Also, when I first learned of this trigger I spent 4 days on this forum and others trying to figure out why my turret disappeared. Low and behold it was and I only needed to adjust z.
ActorSend((MainActorofUnit(hero)), (StringToText((CombineStringsMult("AttachSetPosition {TurretZ 0} ", (FixedToString(heroPosition[0], 6)), ",", (FixedToString(heroPosition[1], 6)), ",", (FixedToString((ArithmeticReal(heroPosition[2], +, 0.2)), 6)))))))
ibebusiness ok thank you for the explanation of your trigger, I guess I did not understand exactly at first
That sounds awesome! It would take a ton of triggers / coding to do what I want to do.
When you refer to making the "underground layer" would it simply be possible to have no terrain, or would you still have to add invisible layers?
thanks!
Also, when I look at this and what I want to do, , say even a small portion of what I would like, say a 2v2 or 4 players with each having maybe 200 units totaling around 800 units plus maybe 50 to 100 neutral units on the map, with all these triggers going on to control 3d movement for all of these units, wouldn't that create massive lag for a multi player game?
For a Homeworld-style game you may only need to track the Z axis and adjust each actor's height accordingly. If I recall correctly, ships were basically always horizontally pitched in Homeworld with the exception of fighters. For the weapons you might have to make changes to the impact site, or go for a custom projectile system. SC2 does have a Z axis, it's just generally ignored for unit tracking.
I am right now integrating a bunch of code, but send me a reminder pm about this thread. This is my NEXT step, I have battlecruisers im going to fly :P