Toshs's campaign only does opens, none of the triggers show any sign of closing the gate, haven't actually played the map myself. So if you'd actually read the post, you'd know that opening gates are simple as hell, getting them closed however, takes a bit more work. Which apparently you seem to have no clue about.
Go to modify the terrain set you're using, scroll all the way down to lighting, click view, that'll take you to lighting. Under light properties click modify light. You've got your key, fill and back. Key mostly what you want.
Well for one, gates at the very least security gates can be opened and closed by spamming that button. Though it seems raise gate was never really implemented. Now what I don't entirely get is why you can't just issue that order and get gates to close again. Given that the button seem to never really have been finished, though the gate does close when pressing it so at least something has to be functioning with it. Anyways, anyone know of a command or have any thoughts on how this can be done? Asides from going the round about way with using the close animation and then replacing the opened door with a raised one.
Thanks. Just, how can i change the A and D keys to rotate my unit and Q and E keys to strafe? I'd like the camera to always be behind my unit (WoW style)
Use unit ->Facing Angle of Unit as the rotational value of your camera or some other similiar fashion pending on how you setted your camera. Edit the original functions for A and D to say Q and E instead. Then write your own functions for getting A and D to do unit -> unit face angle or incorperate it into the library.
Just a note, your movement system's turned into diablo where you run faster diagonally than forwards or backwards. Ideally it's one movement unit in any direction. Right now your diagonals go 1.4. Just a note.
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@KratsAU: Go
Toshs's campaign only does opens, none of the triggers show any sign of closing the gate, haven't actually played the map myself. So if you'd actually read the post, you'd know that opening gates are simple as hell, getting them closed however, takes a bit more work. Which apparently you seem to have no clue about.
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@maximusmischief: Go
Go to modify the terrain set you're using, scroll all the way down to lighting, click view, that'll take you to lighting. Under light properties click modify light. You've got your key, fill and back. Key mostly what you want.
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Well for one, gates at the very least security gates can be opened and closed by spamming that button. Though it seems raise gate was never really implemented. Now what I don't entirely get is why you can't just issue that order and get gates to close again. Given that the button seem to never really have been finished, though the gate does close when pressing it so at least something has to be functioning with it. Anyways, anyone know of a command or have any thoughts on how this can be done? Asides from going the round about way with using the close animation and then replacing the opened door with a raised one.
0
Use unit ->Facing Angle of Unit as the rotational value of your camera or some other similiar fashion pending on how you setted your camera. Edit the original functions for A and D to say Q and E instead. Then write your own functions for getting A and D to do unit -> unit face angle or incorperate it into the library.
0
@rrowland: Go
Essentially you've just bundled all of the key press checks down or up into one? That actually help?
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@wazoom: Go
Just a note, your movement system's turned into diablo where you run faster diagonally than forwards or backwards. Ideally it's one movement unit in any direction. Right now your diagonals go 1.4. Just a note.