The problem with what you want is that it's upside-down. What you can do is make a for loop, which checks for each int from 1 to 5 if button[x]=Used dialog item. If yes, set the variable to be the integer.
Well, this is what I learnt in Software1: At the beginning of each function you should state expected parameters and outcome. But that's mostly if you don't care if the guy reading it would understand how the function works, only what it does. The beauty of modular programing.
This doesn't work because I want to select a random value from these arrays. Not to mention that the size of an array is fixed. If I want to remove a value from the array such that it cannot be picked, but retain the ability to add it back later, how would I go about that?
EDIT: Here is why I cannot use arrays.
Pick a Random Number from set {1, 6, 18, -23, 5, 2, -14}
vs
Set Integer A = Random Number between 1 and 7, set Integer B = IntegerArray[A]
Already this takes two steps instead of one. Now take a more complicated scenario.
Subtract the set B {0, 4, 18, -14, 9) from set A {1, 6, 18, -23, 5, 2, -14} and set Set A to the result. Result Set A = { 1, 6, -23, 5, 2}
vs
?
The problem is that there are no set theory controls. It would nice to bring sets into union, disjunction and intersection, as well as create and destroy sets.
It's pretty simple to implement them. There are many different ways to implement sets, which is best depends on your usage.
1. I use the Smooth Modifier and Auto Smooth to smoothen the model. Is this okay?
2. I'd like to use decals on this model, which from reading in NiN's thread would require a second UVW map (will study how to have multiple UV maps). What I know is after setting up a UVW Unwrap, you would collapse it to the editable mesh. Should I do this or is there a special way of UVW mapping for SC2 and the exporter?
3. About Normal Maps, especially the term "Baking" and AO. What are these?
1) Well, it's considered really noobish. In General, in game models should not mesh smoothed.
2) You can make several models and then attach them. The material will automatically change to a multi material, which is supported by the exporter.
3) "Baking" is the act of creating a highly detailed model and then turn its detail into a normal map for the ingame model. There are special softwares for that.
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http://www.sc2mapster.com/assets/snow-speeder-model/
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@OutsiderXE: Go
You can change the turret properties to lower the Yaw Arc and set the Yaw Start to the other direction
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@tFighterPilot: Go
Apparently you can set the radius in the data editor. So... no problem I guess.
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@PsychoMC: Go
The problem with what you want is that it's upside-down. What you can do is make a for loop, which checks for each int from 1 to 5 if button[x]=Used dialog item. If yes, set the variable to be the integer.
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@PsychoMC: Go
Array of what?
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@wingednosering: Go
Wouldn't it be better to just use triggers?
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Well, this is what I learnt in Software1: At the beginning of each function you should state expected parameters and outcome. But that's mostly if you don't care if the guy reading it would understand how the function works, only what it does. The beauty of modular programing.
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It's pretty simple to implement them. There are many different ways to implement sets, which is best depends on your usage.
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@EdwardSolomon: Go
Use arrays.
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It's more of a typo really. It should be "Attacked unit". But yeah, it's quite confusing.
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1) Well, it's considered really noobish. In General, in game models should not mesh smoothed.
2) You can make several models and then attach them. The material will automatically change to a multi material, which is supported by the exporter.
3) "Baking" is the act of creating a highly detailed model and then turn its detail into a normal map for the ingame model. There are special softwares for that.
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@gardenzerg: Go
I can only guess that his feature isn't supported by the exporter, so the cameras aren't exported correctly.
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That's obviously a given.
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3D Studio Max.
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Yeah, that. What's wrong with it?