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    posted a message on Weekly Trigger Exercise #2: Many Bodies, One Mind

    @aczchef: Go

    I can already do this witha simple change of my current code. I'm going to work on this for the rest of night.

    Posted in: Triggers
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    posted a message on Weekly Trigger Exercise #2: Many Bodies, One Mind

    @vincentgraymore: Go

    I've been following other's work and ideas. Since I'm not working tomorrow I'll unch out something spectacular. Feel free to take mine and improve it as well.

    I'm going to work a little with the data editor to add buttons for certain formations. Take a look at the video game American Conquest and you'll see what I'm going to try to emulate.

    I liked that phoenix V-shape formation too, I'm going to try 3-D cone flight formations as a result :)

    Posted in: Triggers
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    posted a message on Weekly Trigger Exercise #2: Many Bodies, One Mind

    @onisagi: Go

    Onisagi, how did you get the "Point" that the move command was targeted at? The only current workaround is using a dummy unit to take the place of the leader, while the Leader is is instantly moved to its ordered location and hidden from view until the dummy unit arrives via the follow command.

    NVM: I figured that out. Use the Event "Unit Uses Ability" instead of "Unit Receives Order" then set your point variable to the location of the order.

    Posted in: Triggers
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    posted a message on Weekly Trigger Exercise #2: Many Bodies, One Mind

    @Twinmold20: Go

    I something like this in Warcraft3. Give me a few hours.

    After several hours I came up with the basic program. I'll tweak it up over the next several hours. Attached is what I have so far.

    Click on a marine and type "form" to form a group of up to 32 nearby marines. The "Leader" Marine should enlarge to 125% of his size. You can have up to 24 different groups (maximum of 32 units each). Type "disband" while selecting the leader to disband the group.

    I'll make it so that the leader dies last later on.

    Posted in: Triggers
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    posted a message on Sniper zoom

    @DarkRevenantX: Go

    I guess I need to decrease it to 1!

    Posted in: General Chat
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    posted a message on Sniper zoom

    Does anyone know how, or where I can find out how to make it so that my camera "Magnifies" images? Changing the "Field of View" to very low (5 to 10) seems to help somewhat, but not exactly what I'm looking for.

    Just play TF2 (or something similar) and zoom in with the sniper scope and you'll see what I mean.

    Posted in: General Chat
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    posted a message on Changing Actor Rotation (Roll)
    Quote from SouLCarveRR: Go

    http://forums.sc2mapster.com/resources/tutorials/15253-tutorial-data-the-roll-copter-drunk-marauder-etc-by/

    Heres a fun actor we were playing with last week. You attach the actor to an existing actor. And it can rotate the model in just about any direction.

    Pretty sure you could attach it through a trigger. And for the Unit to roll. Im am not sure if you were to attach two of this actor if it would roll the unit twice as much or not.

    A way to dyncamically control a Unit/Actor/Models roll would be wonderfull, I have been looking for it myself. So far I have been playing around with this actor type that the link goes to.

    It may be possible to create a rotation actor for every direction that slightly rolls the Unit. Then you might be able to add these smaller rotations to achieve what you would do dynamically.( havent tested it yet)

    I'm sure that us three (posters) have come across the Anti Grav rocket before. We're looking for a simple function that could turn the unit up-side-down, or sideways (in respect the the XY plane).

    EDIT: And keep the unit/actor facing that direction, instead of continually going back and forth between its original state.

    Posted in: Triggers
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    posted a message on How to stop an air unit from "Bobbing"

    @EdwardSolomon: Go

    I'll state it again. When I go to AnimApplyGroup, I can only chose ONE letter at a time. I have no way of selecting "GL" as a whole. I can select G, then select L in the second drop down and get "GL."

    Also where do I put the GL? There are three places that I can enter GL in that particular action.

    Posted in: Data
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    posted a message on Changing Actor Rotation (Roll)

    @HellGateSc2: Go

    I'm now interested as well.

    Posted in: Triggers
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    posted a message on How to stop an air unit from "Bobbing"
    Quote from Eiviyn: Go

    Events+

    Unit.Birth AnimGroupApply "GL"

    Can you be more description here. I'm getting AnimGroupApply {} G,L

    Posted in: Data
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    posted a message on The Ubers

    @Zackreaver: Go

    Thank you sir

    Posted in: General Chat
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    posted a message on How to stop an air unit from "Bobbing"

    @EdwardSolomon: Go

    Good workaround found:

    Add new actor Event - Actor Creation

    -Action - Animation Set Paused All - Paused Enabled

    :)

    I'm wondering which animation it is. I've already tried individually pausing the "Stand" animation to no avail, but pausing all of them does work.

    EDIT: Is there anywhere I can view all of the Animation strings for the actor?

    Posted in: Data
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    posted a message on How to stop an air unit from "Bobbing"

    @EdwardSolomon: Go

    For now, animation time scale to 1/10 suffices for my specific problem because its not noticeable over a short time interval. I simply increased the other properties of the battle cruiser by 10 times.

    Posted in: Data
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    posted a message on The Ubers

    @Zackreaver: Go

    How did you get the attached units to "rock" with the battlecruiser. The battlecruiser rocks slowly from side to side in its stand animation.

    Posted in: General Chat
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    posted a message on SkaldCG's Modelling Thread

    @IskatuMesk: Go

    I like it :)

    Posted in: Artist Tavern
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