I tested your map and I found the movement being very choppy. I was also not able to fire any projectiles.
At the state it is in at the moment, I wouldn't rate it very high.
Sidenote: I'm also curious to why you chose the Arrow keys as movement keys by default ^^ (I'm not saying it's a problem, 'cause it isn't - I'm just being curious :P).
That's a really weird bug... I don't even know what's causing it and I've never experienced it.
I hope you solve it so you may use the engine in your map :)
I've updated the original post with the download link for the multiplayer map file.
If you want to make a machine gun effect, you could make a periodic event where it checked if you are holding down the Left Mouse Button;
- Create a variable called "Shooting", or something like that, and make it a boolean (set to false as default).
- Create a trigger that checks for key presses and check for Left Mouse Button (pressed down), and set the variable "Shooting" to true.
- Do the same with a trigger that checks for when Left Mouse Button is being pressed up, and set the variable to false.
- Create a trigger with the Periodic Timing event (set it to...like...every 0.01 seconds - decide for yourself what you think is appropriate in your case), and check if the variable "Shooting" is true - if it's true, then make your unit execute Canister Rifle (Damage) or whatever weapon effect you want to use.
This is at least how I would've begun if I wanted to make a machine gun, but perhaps there are better and smoother ways to do it.
Awesome! Thanks a lot :D I thought it had to do with dependencies (I had both Campaign dependencies enabled already) but I didn't know it had to be at the top of the list :)
I've already customized the engine (not uploaded anywhere) to handle 2 players, to actually see how bad the lag was on B.net.
So if you want, I could upload the multiplayer engine as well.
If you want to play as a Marine, just change the Ghost unit that's been placed on the map into a Marine unit (don't forget to set the PlayerUnit variable to the Marine instead), and edit the Shoot trigger to execute Gauss Rifle instead of Canister Rifle.
EDIT: You could lower the AttackCooldown variable significantly and change the Shoot trigger to fire projectiles even when holding down the button (so you don't have to click all the time), if you want a more "real" machine gun.
About the survival suggestion: It's very much doable, but not without the lag that's been infesting every multiplayer TPS map :(
I'm at a point where I'm unsure if I actually want to make a real TPS map, seeing it won't be playable online (at least for the time being). I could try to make a fun TPS singleplayer Outpost Defense though - shouldn't be that hard. The only sad thing is that singleplayer maps don't last for long.
I want to start a larger map project, I just want to get a nice and doable concept first.
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@BacklitAvenger:
I tested your map and I found the movement being very choppy. I was also not able to fire any projectiles.
At the state it is in at the moment, I wouldn't rate it very high.
Sidenote: I'm also curious to why you chose the Arrow keys as movement keys by default ^^ (I'm not saying it's a problem, 'cause it isn't - I'm just being curious :P).
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@zeldarules28:
Oh, it works now? With the trigger names and all? Did you have to rename them?
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@zeldarules28:
That's a really weird bug... I don't even know what's causing it and I've never experienced it.
I hope you solve it so you may use the engine in your map :)
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@Krakarn:
Oh, okay. Well, I don't really know how to fix that. Are you sure you have a Follow Unit trigger action?
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@Krakarn:
I have no idea how to solve that problem. I've never even tried to make an FPS.
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@HellGateSc2:
Oh, that seems pretty stupid of blizzard. To make you have to rework the whole thing just to edit someone else's map -.-
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@chaosjones17:
Hmm...draw distance? What do you mean by that? I added fog-of-war and shortened my unit's sight radius.
@HellGateSc2:
How do regions affect the maps? We're all using the same editor, aren't we?
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@zeldarules28:
It uses traceline :)
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@thomalk:
I've updated the original post with the download link for the multiplayer map file.
If you want to make a machine gun effect, you could make a periodic event where it checked if you are holding down the Left Mouse Button;
- Create a variable called "Shooting", or something like that, and make it a boolean (set to false as default).
- Create a trigger that checks for key presses and check for Left Mouse Button (pressed down), and set the variable "Shooting" to true.
- Do the same with a trigger that checks for when Left Mouse Button is being pressed up, and set the variable to false.
- Create a trigger with the Periodic Timing event (set it to...like...every 0.01 seconds - decide for yourself what you think is appropriate in your case), and check if the variable "Shooting" is true - if it's true, then make your unit execute Canister Rifle (Damage) or whatever weapon effect you want to use.
This is at least how I would've begun if I wanted to make a machine gun, but perhaps there are better and smoother ways to do it.
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@TheFallenOne222:
Awesome! Thanks a lot :D I thought it had to do with dependencies (I had both Campaign dependencies enabled already) but I didn't know it had to be at the top of the list :)
Thanks again!
0
I've already customized the engine (not uploaded anywhere) to handle 2 players, to actually see how bad the lag was on B.net.
So if you want, I could upload the multiplayer engine as well.
If you want to play as a Marine, just change the Ghost unit that's been placed on the map into a Marine unit (don't forget to set the PlayerUnit variable to the Marine instead), and edit the Shoot trigger to execute Gauss Rifle instead of Canister Rifle.
EDIT: You could lower the AttackCooldown variable significantly and change the Shoot trigger to fire projectiles even when holding down the button (so you don't have to click all the time), if you want a more "real" machine gun.
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Thanks for your responses :) Much appreciated!
About the survival suggestion: It's very much doable, but not without the lag that's been infesting every multiplayer TPS map :(
I'm at a point where I'm unsure if I actually want to make a real TPS map, seeing it won't be playable online (at least for the time being). I could try to make a fun TPS singleplayer Outpost Defense though - shouldn't be that hard. The only sad thing is that singleplayer maps don't last for long.
I want to start a larger map project, I just want to get a nice and doable concept first.
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Hey.
Where did you find the Spectre unit? It's the most awesomely suitable unit for a TPS.
EDIT: Found it. Had to have the Liberty Story dependency at the top :)
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Hey!
Does anyone what to do to be able to implement the Spectre unit in a map? He's nowhere to be found.
Best regards
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@chaosjones17:
I'll take your word for it :)
Gonna give it a try!
EDIT: Did not work, as I suspected. The fog-of-war and terrain sight distance are client-side.