hmm. I did change one thing but i thought it would help more then harm. heres an earlier map. it only errors when you try to shoot something so ill place a unit near you to shoot.
hopefully that works
I was wondering what the trigger was to make something random.(In this case: I want it to be a rare creature that spawns if a number is picked from a random group of numbers.
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bump
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I simply cannot make more then one shootable unit for some reason. (else if doesnt seem to work.)
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Oh. I see what you meant now XD. You have to press ctrl to get to the right gun :/. Forgot to mention
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hmm. I did change one thing but i thought it would help more then harm. heres an earlier map. it only errors when you try to shoot something so ill place a unit near you to shoot. hopefully that works
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The problem seems to be when shooting any unit I get an error. I'm sorta new to this so I'm having troubles.
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Could be source of problem.
lv_leftBottom = lp_pointTwo;} else{ lv_rightBottom = lp_pointTwo; lv_leftBottom = lp_pointOne;} if(PointGetY(lp_pointOne) < PointGetY(lp_pointTwo)) { lv_lowY = lp_pointOne;} else { lv_lowY = lp_pointTwo;}}}
if((PointGetX(lp_pointOne)) >= (PointGetX(lp_pointTwo)) && (PointGetX(lp_pointOne)) >= (PointGetX(lp_pointThree)) && (PointGetX(lp_pointOne)) >= (PointGetX(lp_pointFour))) { lv_highX = lp_pointOne; }
if((PointGetX(lp_pointOne)) <= (PointGetX(lp_pointTwo)) && (PointGetX(lp_pointOne)) <= (PointGetX(lp_pointThree)) && (PointGetX(lp_pointOne)) <= (PointGetX(lp_pointFour))) { lv_lowX = lp_pointOne; }
if((PointGetX(lp_pointTwo)) >= (PointGetX(lp_pointOne)) && (PointGetX(lp_pointTwo)) >= (PointGetX(lp_pointThree)) && (PointGetX(lp_pointTwo)) >= (PointGetX(lp_pointFour))) { lv_highX = lp_pointTwo; }
if((PointGetX(lp_pointTwo)) <= (PointGetX(lp_pointOne)) && (PointGetX(lp_pointTwo)) <= (PointGetX(lp_pointThree)) && (PointGetX(lp_pointTwo)) <= (PointGetX(lp_pointFour))) { lv_lowX = lp_pointTwo; }
if((PointGetX(lp_pointThree)) >= (PointGetX(lp_pointOne)) && (PointGetX(lp_pointThree)) >= (PointGetX(lp_pointTwo)) && (PointGetX(lp_pointThree)) >= (PointGetX(lp_pointFour))) { lv_highX = lp_pointThree; }
if((PointGetX(lp_pointThree)) <= (PointGetX(lp_pointOne)) && (PointGetX(lp_pointThree)) <= (PointGetX(lp_pointTwo)) && (PointGetX(lp_pointThree)) <= (PointGetX(lp_pointFour))) { lv_lowX = lp_pointThree; }
if((PointGetX(lp_pointFour)) >= (PointGetX(lp_pointOne)) && (PointGetX(lp_pointFour)) >= (PointGetX(lp_pointTwo)) && (PointGetX(lp_pointFour)) >= (PointGetX(lp_pointThree))) { lv_highX = lp_pointFour; }
if((PointGetX(lp_pointFour)) <= (PointGetX(lp_pointOne)) && (PointGetX(lp_pointFour)) <= (PointGetX(lp_pointTwo)) && (PointGetX(lp_pointFour)) <= (PointGetX(lp_pointThree))) { lv_lowX = lp_pointFour; } lv_leaningCurve = (PointGetY(lv_lowX) - PointGetY(lv_highX)) / (PointGetX(lv_lowX) - PointGetX(lv_highX)); if(lv_leaningCurve > 0) { lv_curveTop = (PointGetY(lv_leftTop) - PointGetY(lv_leftBottom)) / (PointGetX(lv_leftTop) - PointGetX(lv_leftBottom)); lv_curveBottom = (PointGetY(lv_rightTop) - PointGetY(lv_rightBottom)) / (PointGetX(lv_rightTop) - PointGetX(lv_rightBottom)); lv_lowBottomPoint = lv_rightBottom; lv_lowTopPoint = lv_leftBottom;} if(lv_leaningCurve < 0) { lv_curveTop = (PointGetY(lv_rightBottom) - PointGetY(lv_rightTop)) / (PointGetX(lv_rightBottom) - PointGetX(lv_rightTop)); lv_curveBottom = (PointGetY(lv_leftBottom) - PointGetY(lv_leftTop)) / (PointGetX(lv_leftBottom) - PointGetX(lv_leftTop)); lv_lowBottomPoint = lv_leftTop; lv_lowTopPoint = lv_rightTop;} if(PointGetX(lp_pointCheck) >= PointGetX(lv_leftTop) && PointGetX(lp_pointCheck) <= PointGetX(lv_rightTop)) { lv_curveTop = (PointGetY(lv_leftTop) - PointGetY(lv_rightTop)) / (PointGetX(lv_leftTop) - PointGetX(lv_rightTop)); lv_lowTopPoint = lv_leftTop;} if(PointGetX(lp_pointCheck) >= PointGetX(lv_leftBottom) && PointGetX(lp_pointCheck) <= PointGetX(lv_rightBottom)) { lv_curveBottom = (PointGetY(lv_leftBottom) - PointGetY(lv_rightBottom)) / (PointGetX(lv_leftBottom) - PointGetX(lv_rightBottom)); lv_lowBottomPoint = lv_leftBottom;} if((PointGetY(lp_pointCheck) <= PointGetY(lv_lowTopPoint) + ((PointGetX(lp_pointCheck) - PointGetX(lv_lowTopPoint)) * lv_curveTop)) && (PointGetY(lp_pointCheck) >= PointGetY(lv_lowBottomPoint) + ((PointGetX(lp_pointCheck) - PointGetX(lv_lowBottomPoint)) * lv_curveBottom)) && (PointGetX(lp_pointCheck) <= PointGetX(lv_highX)) && (PointGetX(lp_pointCheck) >= PointGetX(lv_lowX))) { gv_pointInRegion = true;} else{ gv_pointInRegion = false;}
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bump
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Thanks everyone and thanks for map. Another question for those who know about traceline and shooters, http://forums.sc2mapster.com/development/map-development/5637-traceline-fps-attack-problem/#p6 .
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Thanks for the help! :D It worked. I thinkish.
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I was wondering what the trigger was to make something random.(In this case: I want it to be a rare creature that spawns if a number is picked from a random group of numbers.
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bumpitiy
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Skybox works now but still cannot figure out the problem :S
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I could make one with Adobe Illustrator and Photoshop. But it depends what kind of art you wanted, lol.
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PointGetX [Value:0]
divide by zero
is what its saying.
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I have another, perhaps simpler question to add.
In my FPS whenever I try to add a skybox it stays black. Halp.