i can do the actor (SOp Local Offset) and get the visuals to be offset
but i cant find how to do the SoP local offset for effects?
for example, i made the hero have a
1. hero has behavior that does a periodic,
2. this behavior periodic does search area effect,
3. this search area effect does apply behavior effect
4. the apply behavior effect puts on the armor buff
now where do i put the SoP local offset? cause i can do Sop local offset for actors and stuff, but i cant find how to do it for the effects (if using create persistent effect, the periodic offset in that causes the apply behavior to not work at all)
Right now, for example if I have an ability with hotkey "T"
if I hold down "T", the the ability repeatedly casts over and over
is there a way to make it so it will only cast the first time, and to recast it, i would have to release "T" and repress it again?
the cooldown has to be like 0.02, so if someone wants to use the ability repeatedly, then can, but they should have to spam press T multiple times (i dont want them to be able to just hold down the key)
I want to make an permanent "aura" for a RPG Tank class unit, who has a permanent "guardian shield ability" but it only affects units that stand directly behind this hero tank unit
Like in WOW MMORPG, the Tank stand in front battling the boss, and DPS classes position themselves behind the tank
so basically like a guardian shield that is offset to be applied only to units that stand directly behind the caster unit (using the caster units facing)
I tried messing around with the offsets in the guardian shield create persistent, and also using a behavior to do the periodic search, but it doesnt seem to work
Just dropped a bunch of decals out and test document, Decals dont seem to cause lag as much as I would have thought for a 3rd person camera + long farclip
Going to mess around with emission, the decals, diffuse and emissive maps and emissive multipliers
btw..Zolden...nice cleavage in that ground decal lol
i dont know what decal doodads are, but ill try it
however
since the map is going to be a third person camera over the shoulder map, all that drawn doodads will lead to more unnecessary lag compared to just drawing all the lines on the terrain itself?
i want to refrain from using doodads as much as possible to do this (i could even make some 3ds max basic shapes and textures and import them)
because then i would need to put a TON of doodads to draw all the lines (like over 300 doodads ?) and that would cause lag for that kinda of camera
if it was a top down default camera map, i would go doodad crazy with thousands of doodads lol....
Lets say you have a truck or car that is like a rectangle and is long in length but not in width
The collision is only a sphere so the front and the back will clip with other units...
Is there any way to make the collision size different such as a rectangle?
Perhaps attaching a dummy unit in the front and back of the the truck so the collision would be 3 spheres in a row instead of jsut 1 sphere (is it even possible to attach units like this and retain all 3 units collision radius?)
just attaching models wont work cause models dont have collision radius right?
when a player presses "G" for example, then the trigger moves a region directly in front of that players hero, and deals damage to any picked unit in that region with the hero's damage effect
and animation, sound effect, and visual impact/launch models are created at that time
For example, I put a custom model on a Marine, and when it walks up a hill, the custom model doesnt "slope up" to match the angle of ascent
instead the front of the model just clips into the ground (the model stays looking straight forward and doesnt rotate up)
However, if i put the same custom model on a hellion, when it walks up a hill, the custom model will slope up and match the angle of ascent as if it going up the hill
What causes the difference between putting a custom model on a Marine vs on a hellion?
from the example map, how would you find the specific "rank" for each player?
for example, player 1(red) has most kills, so he is at the top of the leaderboard, and I want to display a big "#1" on his screen
if he is in 2nd place, then a dialog would display a big "#2" on his screen
is there anyway to get the "rank #" for that player?
(i looked at the variables in the example map, and see a "rank variable" but it doesnt match up to the actual rank that the player is)
I displayed the "rank variable" in the debug, and doesnt always match up (player 1 has most kills and top of the leaderboard but the "rank variable" displays 4................posted screenshot)
Is there someway to return the actual rank of the player so I can display a dialog that shows a big "YOU ARE RANK #..."
0
thanks , i was wondering why all my Leaderboard names and stuff were in white (instead of showing the specific unique player colors)
I changed all the "white" to automatic, and now it works as before the patch
0
bumping a old topic, but I have some of the same question
Is it true that no pathing tool, generates lots of lag if you use it to do the walls/borders/ etc of your entire 256X256 map?
For example, dunno why but yesterday in the SC2 editor i noticed that when I switched to "H" Pathing Layer, the editor lags a bit
none of my other layers lag in the editor, only that Pathing layer
I do have lots of No Pathing doing all the borders, walls, etc
Will this greatly increase lag In Game? Is it some lag for the Pathing Layer in the Editor Normal?
Any ideas about Pathing Layer Lag? Is there something else I should be doing for the No Pathing areas?
Thanks!
0
@DrSuperEvil: Go
i can do the actor (SOp Local Offset) and get the visuals to be offset
but i cant find how to do the SoP local offset for effects?
for example, i made the hero have a
1. hero has behavior that does a periodic,
2. this behavior periodic does search area effect,
3. this search area effect does apply behavior effect
4. the apply behavior effect puts on the armor buff
now where do i put the SoP local offset? cause i can do Sop local offset for actors and stuff, but i cant find how to do it for the effects (if using create persistent effect, the periodic offset in that causes the apply behavior to not work at all)
0
@SouLCarveRR: Go
i want the player to be able to spam the hotkey 0.02 seconds "if they want to" though...
hmm maybe I didnt clarify enough what i wanted in my opening post
an ability like stimpack, that has no cursor or anything, if the player wants to cast it alot, they have to spam press "T",
i dont want them to be able to just "hold down T" , i want them to spam press T many many times,
if I add a cooldown, lets say 1 second, then they wont be able to spam press T anymore
so how do I make it so the ability casts "only once" everytime you press/hold down the key?
0
Right now, for example if I have an ability with hotkey "T"
if I hold down "T", the the ability repeatedly casts over and over
is there a way to make it so it will only cast the first time, and to recast it, i would have to release "T" and repress it again?
the cooldown has to be like 0.02, so if someone wants to use the ability repeatedly, then can, but they should have to spam press T multiple times (i dont want them to be able to just hold down the key)
0
I want to make an permanent "aura" for a RPG Tank class unit, who has a permanent "guardian shield ability" but it only affects units that stand directly behind this hero tank unit
Like in WOW MMORPG, the Tank stand in front battling the boss, and DPS classes position themselves behind the tank
so basically like a guardian shield that is offset to be applied only to units that stand directly behind the caster unit (using the caster units facing)
I tried messing around with the offsets in the guardian shield create persistent, and also using a behavior to do the periodic search, but it doesnt seem to work
Any ideas how to do this?
0
Thanks for the suggestions guys!
Just dropped a bunch of decals out and test document, Decals dont seem to cause lag as much as I would have thought for a 3rd person camera + long farclip
Going to mess around with emission, the decals, diffuse and emissive maps and emissive multipliers
btw..Zolden...nice cleavage in that ground decal lol
0
@DrSuperEvil: Go
i dont know what decal doodads are, but ill try it
however
since the map is going to be a third person camera over the shoulder map, all that drawn doodads will lead to more unnecessary lag compared to just drawing all the lines on the terrain itself?
i want to refrain from using doodads as much as possible to do this (i could even make some 3ds max basic shapes and textures and import them)
because then i would need to put a TON of doodads to draw all the lines (like over 300 doodads ?) and that would cause lag for that kinda of camera
if it was a top down default camera map, i would go doodad crazy with thousands of doodads lol....
0
@MasterWrath: Go
Yes lighting can affect it, i just want pure white texture no matter any light conditions
basically i just want a pure white texture that i can draw lines on the ground for tennis courts/basketball courts etc
0
I want a pure white ground texture that looks in-game the same as (basically how a blank picture with white background looks like in PS or gimp)
if i import a blank white picture in as a ground texture it looks really gray
how to get a bright pure white texture ingame?
0
Lets say you have a truck or car that is like a rectangle and is long in length but not in width
The collision is only a sphere so the front and the back will clip with other units...
Is there any way to make the collision size different such as a rectangle?
Perhaps attaching a dummy unit in the front and back of the the truck so the collision would be 3 spheres in a row instead of jsut 1 sphere (is it even possible to attach units like this and retain all 3 units collision radius?)
just attaching models wont work cause models dont have collision radius right?
0
@Gaelidan: Go
i just did a trigger that deals damage
probably not the best way to do it, but it worked
when a player presses "G" for example, then the trigger moves a region directly in front of that players hero, and deals damage to any picked unit in that region with the hero's damage effect
and animation, sound effect, and visual impact/launch models are created at that time
0
For example, I put a custom model on a Marine, and when it walks up a hill, the custom model doesnt "slope up" to match the angle of ascent
instead the front of the model just clips into the ground (the model stays looking straight forward and doesnt rotate up)
However, if i put the same custom model on a hellion, when it walks up a hill, the custom model will slope up and match the angle of ascent as if it going up the hill
What causes the difference between putting a custom model on a Marine vs on a hellion?
0
@willuwontu: Go
yea i think i may have messed up somewhere with the active players/all players/and the general debug message lol
works now
you are super awesome, thanks!
0
from the example map, how would you find the specific "rank" for each player?
for example, player 1(red) has most kills, so he is at the top of the leaderboard, and I want to display a big "#1" on his screen
if he is in 2nd place, then a dialog would display a big "#2" on his screen
is there anyway to get the "rank #" for that player?
(i looked at the variables in the example map, and see a "rank variable" but it doesnt match up to the actual rank that the player is)
I displayed the "rank variable" in the debug, and doesnt always match up (player 1 has most kills and top of the leaderboard but the "rank variable" displays 4................posted screenshot)
Is there someway to return the actual rank of the player so I can display a dialog that shows a big "YOU ARE RANK #..."
Thanks