This is a really tough map, I'm having trouble getting past the wave after the ultralisks.
Anyway, I found one glitch, and a couple annoyances (my opinion of course).
I got to the wave past the Ultras, lost and clicked restart. My cannons were not strong enough to destroy the zerglings, It seems that their health was a LOT higher than it should have been. This only happens after you click reset though, and only after the harder waves have come through.
Annoyances: Mazing works sometimes and other times it doesn't. Queens can squeeze through my maze but burrowed roaches have to travel through my whole maze? A little consistency I think would be great. Maybe just have the air levels be the ones that don't need to worry about going through the maze.
Give me a chance to build! Maybe ten seconds in between waves, and add a skip button for impatient people?
I played this map for like 45 mins though I had a lot of fun man great work!
I have these as two separate triggers directly under my Initialization trigger.
Event
-UI Player Any Player clicks Right mouse button Down.
Actions
-Camera - Lock Camera Mouse Relative Mode On/Off(1, On)
-Camera - Turn Camera Mouse Rotation On/Off(1, On)
Event
-UI Player Any Player clicks Right mouse button up.
Actions
-Camera - Lock Camera Mouse Relative Mode On/Off(1, Off)
-Camera - Turn Camera Mouse Rotation On/Off(1, Off)
I'm not sure how this well affect multiple players (like if player 2 is right clicking, will it affect player 1's camera). But for one person it is wroking extremely well. The mouse is free to interact with other units (I can even control other units I have on the field while following my main unit in third person).
What else I'd like to add:
I'm planning on making it so when both mouse buttons are depressed, the Unit will move forward...onto that now.
I'd also like to say that the tutorial on the main page about 3rd person movement, while informative, I feel it is wrong. It works, but the update camera portion makes it EXTREMELY choppy. It is not smooth at all and there is a better way of doing it, just use:
Camera-Follow for player X (Unit group(X)) with the camera and Clear Current Target
Trigger instead of having it constantly refreshing the camera. This is MUCH smoother.
If I did that separately, would it conflict with the current trigger? Or should I just remove that trigger from the map initialization and drop it in with the movement triggers (in my mechanics folder)?
Hey all, first post here and honestly considering making a map that emulates the Arena in WoW. Just a more basic form of it, with healing and everything.
Basically, I have about 2 hours total experience with map editors in general and am fumbling through things.
I have taken the movement and camera triggers and controls from the Perdition map and I am trying to make it so that the only time the camera follows the mouse, is when the right mouse button is clicked. So basically you can still select units with the mouse when you need to (to heal or target abilities) but when you hold the right mouse button down, the camera will basically start following third person mode again.
During the map initialization it says under actions
----Create hero
*triggers here
----Camera (this is where I think what I need to make needs to go?)
Camera-Turn Camera Mouse Rotation
Camera-Lock camera mouse Relative mode
Camera-Follow for player 1
I want the camera basically to follow the player always, but only pivot when the R mouse button is down. That way the pointer is free. Sorry if I am repeating myself I just want to be clear.
I have copied some of his code from the other buttons so that it could possibly identify when the right mouse button is clicked.
0
This is a really tough map, I'm having trouble getting past the wave after the ultralisks.
Anyway, I found one glitch, and a couple annoyances (my opinion of course). I got to the wave past the Ultras, lost and clicked restart. My cannons were not strong enough to destroy the zerglings, It seems that their health was a LOT higher than it should have been. This only happens after you click reset though, and only after the harder waves have come through.
Annoyances: Mazing works sometimes and other times it doesn't. Queens can squeeze through my maze but burrowed roaches have to travel through my whole maze? A little consistency I think would be great. Maybe just have the air levels be the ones that don't need to worry about going through the maze.
Give me a chance to build! Maybe ten seconds in between waves, and add a skip button for impatient people?
I played this map for like 45 mins though I had a lot of fun man great work!
0
Adding what I have created so far: VERY SIMPLE
I have these as two separate triggers directly under my Initialization trigger.
Event -UI Player Any Player clicks Right mouse button Down. Actions -Camera - Lock Camera Mouse Relative Mode On/Off(1, On) -Camera - Turn Camera Mouse Rotation On/Off(1, On)
Event -UI Player Any Player clicks Right mouse button up. Actions -Camera - Lock Camera Mouse Relative Mode On/Off(1, Off) -Camera - Turn Camera Mouse Rotation On/Off(1, Off)
I'm not sure how this well affect multiple players (like if player 2 is right clicking, will it affect player 1's camera). But for one person it is wroking extremely well. The mouse is free to interact with other units (I can even control other units I have on the field while following my main unit in third person).
What else I'd like to add: I'm planning on making it so when both mouse buttons are depressed, the Unit will move forward...onto that now.
I'd also like to say that the tutorial on the main page about 3rd person movement, while informative, I feel it is wrong. It works, but the update camera portion makes it EXTREMELY choppy. It is not smooth at all and there is a better way of doing it, just use: Camera-Follow for player X (Unit group(X)) with the camera and Clear Current Target Trigger instead of having it constantly refreshing the camera. This is MUCH smoother.
0
@NoRoo: Go
Got it figured out, working like a charm! Now to make sure it works for a 2nd player :P. Thanks for the help
Now on to read the spell tutorials....
0
@NoRoo: Go
If I did that separately, would it conflict with the current trigger? Or should I just remove that trigger from the map initialization and drop it in with the movement triggers (in my mechanics folder)?
Thanks a lot man.
0
Hey all, first post here and honestly considering making a map that emulates the Arena in WoW. Just a more basic form of it, with healing and everything.
Basically, I have about 2 hours total experience with map editors in general and am fumbling through things.
I have taken the movement and camera triggers and controls from the Perdition map and I am trying to make it so that the only time the camera follows the mouse, is when the right mouse button is clicked. So basically you can still select units with the mouse when you need to (to heal or target abilities) but when you hold the right mouse button down, the camera will basically start following third person mode again.
During the map initialization it says under actions
----Create hero
*triggers here
----Camera (this is where I think what I need to make needs to go?)
Camera-Turn Camera Mouse Rotation
Camera-Lock camera mouse Relative mode
Camera-Follow for player 1
I want the camera basically to follow the player always, but only pivot when the R mouse button is down. That way the pointer is free. Sorry if I am repeating myself I just want to be clear.
I have copied some of his code from the other buttons so that it could possibly identify when the right mouse button is clicked.
Any help is greatly appreciated.