Are you really talking about latency delay here?
Because I can't see how this would affect the latency at all, since (I guess) the fog-of-war isn't server-side, but client-side.
Yes, there are minor animation problems. They are specific for the unit, though. One could solve the problems by choosing another unit, perhaps a custom one, or try to manipulate the animations using triggers. I also see this as a flaw, but nothing that can't be solved.
This is my first post, and it's my first engine I've put together using the SC2 editor :)
I thought I'd contribute to the map development section and share this with those who either do not have the knowledge, or time, to develop their own TPS engine.
It took me a couple of days to actually make the engine work properly, and it's a pretty basic, but decent, third person shooter engine.
Controls
Movement: WASD keys.
Shoot: Left Mouse button.
Zoom: Right Mouse button.
Reload: R key.
Flashlight: F key.
YouTube demo-video
Implement the engine into your own map
Download the library from the attached files.
Open up your map.
Open the Trigger Editor.
Click on View -> Show Libraries.
Right click on the library field, select Library -> Import Library and choose the TPS Engine Library.
Open the Data Editor, choose to filter Cameras and choose Default Camera.
Delete all the zoom levels for the camera.
Open the Trigger Editor and make sure you set the PlayerUnit variable to your main unit.
If you want to be able to use the flashlight, go to File -> Dependencies, and press Add Standard and check Liberty (Campaign).
Lastly, make sure you set the custom value 0 of every enemy unit that you're going to have on your map (owned by player 15 in this case) to the height of the unit (you'll have to play around with values here, since there's no way to otherwise get that information of a unit).
That should be it. It should now work with your own map!
Now it's just a matter of tweaking for your own liking.
Note: A lot of people experience loss of trigger and variable names (seems to output: Syntax error at line 21) when implementing the engine or opening the map. I have no solution for it, and I don't even know what's causing it - it might be the localization that messes things up.
Final words
Feel free to use the engine in any map you make :)
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@chaosjones17:
Are you really talking about latency delay here?
Because I can't see how this would affect the latency at all, since (I guess) the fog-of-war isn't server-side, but client-side.
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@Airolden:
Yes, there are minor animation problems. They are specific for the unit, though. One could solve the problems by choosing another unit, perhaps a custom one, or try to manipulate the animations using triggers. I also see this as a flaw, but nothing that can't be solved.
I'm glad you all like it ^^
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What do you mean by "it"? If you shoot a unit, that unit will take damage and it will die if you keep shooting.
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If you're still in need of a TPS engine, I've just finished creating mine - it can be found here:
http://forums.sc2mapster.com/development/map-development/7277-ive-got-a-third-person-shooter-tps-engine-for-you-all/
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Third Person Shooter Engine
Introduction
This is my first post, and it's my first engine I've put together using the SC2 editor :)
I thought I'd contribute to the map development section and share this with those who either do not have the knowledge, or time, to develop their own TPS engine.
It took me a couple of days to actually make the engine work properly, and it's a pretty basic, but decent, third person shooter engine.
Controls
YouTube demo-video
Implement the engine into your own map
That should be it. It should now work with your own map!
Now it's just a matter of tweaking for your own liking.
Note: A lot of people experience loss of trigger and variable names (seems to output: Syntax error at line 21) when implementing the engine or opening the map. I have no solution for it, and I don't even know what's causing it - it might be the localization that messes things up.
Final words
Feel free to use the engine in any map you make :)