By college, I meant the regular homework pile :x. Some of us get plenty of it when in college/university. Plus I've got the SC2 Battlezone project to work on. Such things take plenty of time to make, especially for people who haven't modded much :x.
I'd like to add this onto it: if you want a partially visible dialog (like 50%), but don't want the items to be affected, then hide the dialog background; but then make a duplicate dialog (make sure you hide/show it when you make it!). Make it just prior to the other one. This second dialog can be then set at the same spot as the first but then set to, say, 50% transparency. Then you don't need to go into another program and make/change your current dialog (and then import it back again). But don't do this if you want ultimate resources utilization, or if you have a great many dialog boxes to worry about...
Oh, and I suggested that because making the dialog transparent makes the items transparent as well. And you can't set the items to different transparencies if the dialog itself is at a higher percentage of transparency.
Couldn't you just check the distance in between a unit and another unit/missile when they come in range? Then have a condition that compares the height of the unit and the height of the missile? But the problem with that is that then projectiles could hit their targets below the target vehicle/thing... so then perhaps create a temporary point at a specific height?
This isn't a solution for a Supreme commander game (or perhaps it is?), nor' is it good for detecting the projectile when it hits a given surface (I dunno if height returns the height or a given spot on the z-axis or the cliff #). But it just might work, what with us not having any hit boxes to work with.
Good tutorial, once I'm done with at least part of my UI then I'll try this out. I've got two questions through...
- So will this method work with vehicles that are constantly changing their height?
- This should be applicable to projectiles, correct? Or will this take up too much system space? I'd like to note that I don't have many doodads and fancy effects to take up system space.
- Will this collide with terrain as well? I.e. collide with a wall and thus kill itself.
Custom Live sounds like a good name to have for this. Nice logos btw. I'm over on the US server here in Canada :(. I'm considering getting a EU version of the game just to play, test, and release maps on the EU servers.
I guess I should finish my map sooner so you guys can try it out soon! :P
Hey, I'm wondering if its possible to make a vertical thrust system. I've been working on my Battlezone Project but, if you know Battlezone (not including the original and Xbox 360 remake), it just isn't the same without the ability to fly over most obstacles. It is possible to imitate this with various simple triggers, but I'm hoping to use the physics of the game and make it feel like these units are coming down.
Naturally, I also want to know if its possible to shoot at airborne targets in the standard First Person Shooter format. That is, airborne targets that are constantly changing heights.
The interface is photoshop made, but the rest is easy to make with Garry's Mod.
Want to know more? Click me. Theres a whole bunch of spoofs for Team Fortress 2; my favorite is the Legend of Sniper. I'm NOT related to those however. Just happen to know about it ;)
---Back to the OP----
Nice idea. Put in more open places though; other than the starting zones the map just isn't quite right. Think like as if your designing a real shooter ;). Great job on the starting zones though! The middle looks alright.
I've played a lot of TF2 ;). Wish I had a mac though for the recent mac earbuds update lol
I'll post some screens tonight/tomorrow, but all the terrains on pages one to two are awesome! Great job on them. The ones on this page though are good, but its clear that at least some of the other guys are pros at this.
Damn already? Well, at least it'll go back up later.
Starcraft MMO? Naw. Its a game for armies and bases built in seconds; not Heroes. Besides, they're making a new less hardcore MMO with a new IP they're making, so that'll be interesting.
Bleh. T.V. Only got satellite a month ago, and that's cause a friend of ours is lending it to us. I've never seen House though, so I'll have to give it a look.
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By college, I meant the regular homework pile :x. Some of us get plenty of it when in college/university. Plus I've got the SC2 Battlezone project to work on. Such things take plenty of time to make, especially for people who haven't modded much :x.
Anyways, good luck with the tournament!
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What he said.
I'd like to add this onto it: if you want a partially visible dialog (like 50%), but don't want the items to be affected, then hide the dialog background; but then make a duplicate dialog (make sure you hide/show it when you make it!). Make it just prior to the other one. This second dialog can be then set at the same spot as the first but then set to, say, 50% transparency. Then you don't need to go into another program and make/change your current dialog (and then import it back again). But don't do this if you want ultimate resources utilization, or if you have a great many dialog boxes to worry about...
Oh, and I suggested that because making the dialog transparent makes the items transparent as well. And you can't set the items to different transparencies if the dialog itself is at a higher percentage of transparency.
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Couldn't you just check the distance in between a unit and another unit/missile when they come in range? Then have a condition that compares the height of the unit and the height of the missile? But the problem with that is that then projectiles could hit their targets below the target vehicle/thing... so then perhaps create a temporary point at a specific height?
This isn't a solution for a Supreme commander game (or perhaps it is?), nor' is it good for detecting the projectile when it hits a given surface (I dunno if height returns the height or a given spot on the z-axis or the cliff #). But it just might work, what with us not having any hit boxes to work with.
I sure hope patch 1.1 really is a wicked patch...
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If I had a EU account, and if I didn't have school to worry about, then I'd join.
Methinks school is the reason why many people have not joined.
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Good tutorial, once I'm done with at least part of my UI then I'll try this out. I've got two questions through...
- So will this method work with vehicles that are constantly changing their height?
- This should be applicable to projectiles, correct? Or will this take up too much system space? I'd like to note that I don't have many doodads and fancy effects to take up system space.
- Will this collide with terrain as well? I.e. collide with a wall and thus kill itself.
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Very nice! I'm looking forward to trying this map out! ^_^ Once this is on the American servers I definably will give feedback.
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Custom Live sounds like a good name to have for this. Nice logos btw. I'm over on the US server here in Canada :(. I'm considering getting a EU version of the game just to play, test, and release maps on the EU servers.
I guess I should finish my map sooner so you guys can try it out soon! :P
0
Hey, I'm wondering if its possible to make a vertical thrust system. I've been working on my Battlezone Project but, if you know Battlezone (not including the original and Xbox 360 remake), it just isn't the same without the ability to fly over most obstacles. It is possible to imitate this with various simple triggers, but I'm hoping to use the physics of the game and make it feel like these units are coming down.
Naturally, I also want to know if its possible to shoot at airborne targets in the standard First Person Shooter format. That is, airborne targets that are constantly changing heights.
Thanks in advance!
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If you need help with tracelines, rrowland made a tutorial about it.
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The interface is photoshop made, but the rest is easy to make with Garry's Mod.
Want to know more? Click me. Theres a whole bunch of spoofs for Team Fortress 2; my favorite is the Legend of Sniper. I'm NOT related to those however. Just happen to know about it ;)
---Back to the OP----Nice idea. Put in more open places though; other than the starting zones the map just isn't quite right. Think like as if your designing a real shooter ;). Great job on the starting zones though! The middle looks alright.
I've played a lot of TF2 ;). Wish I had a mac though for the recent mac earbuds update lol
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I'll post some screens tonight/tomorrow, but all the terrains on pages one to two are awesome! Great job on them. The ones on this page though are good, but its clear that at least some of the other guys are pros at this.
0
Damn already? Well, at least it'll go back up later.
Starcraft MMO? Naw. Its a game for armies and bases built in seconds; not Heroes. Besides, they're making a new less hardcore MMO with a new IP they're making, so that'll be interesting.
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Oh. Didn't think it was. Thanks!
And thank you vjeux for that! ^_^
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Bleh. T.V. Only got satellite a month ago, and that's cause a friend of ours is lending it to us. I've never seen House though, so I'll have to give it a look.
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Oh. Didn't know it was that. Thanks!
Taksi was designed to be an alternative and that's what I (used to) use. . Link to Taksi..