@progammer: Go
oops, mustve overlooked it, but i did stop it from going in circles and every thing was set up to move based on the units facing. then i adding the camera...
say for example, i have the unit facing the same angle as the yaw. when i make the unit move left, my camera faces 0 and the unit goes towards 90, but if i quick switched it to go right, i expected to be going 270 but since it was facing 90. right would be at 0.
if i could keep the unit permanently facing the yaw then it could work, but when i try the unit stutters. would there be a way to have the unit move without turning?
hmm has anyone figure how to work this system with a tps/fps camera yet? ive been picking at it and cant get the unit to move relative to the yaw of the camera.
huh, i have the same problem, cant get that trigger to work right. But i found a temporary fix. change the transition model to a model with a short animation. I used sniperbeam effect.
Hey, really nice map. I haven't played a lot of custom maps for awhile but, Ill definitely play this when it's out. It's all clean and polish, also I personally am impressed with the data work and the UI cause I can't do stuff like that. It's not from watching the first trailer you guys had, like a lot of people, really turned me away from the map. The Pyro tutorial got me interested again, fantastic job on that.
You guys should've made develop logs way back before Smashcraft to build up anticipation instead of this hype in the past few weeks. Also shouldn't worry about people stealing your ideas cause if they do, they can't compete. Look at Hive Keeper and Project Vector. Project Vector makes all other attempt for TPS game look like crap.
This is a great idea! You should make a mod with a bunch of board games and since theyre board games, most of the game mechanics will be the same. As for movement with keyboard, you can tie the blinking and arrow keys idea together. If you want movement with the mouse, should do it like Civilization.
Theres going to be a few different modes to the game that includes, a tps zone control (which is essentially a pvp) , man hunt, and story mode.
Some might be skeptical of all these ideas put into one game, especially cause its a tps. but most of the mechanics used in the game is done using threads marked 'solved' in the fourms and the many tutorials, so credit go out to everyone. As far as the lag goes, this is a long term project and I'm really hoping by the I finish, lag will be less of a problem, but yeah, itll problem lag the same way the starship trooper tps does. If its unbearable, I can easily switch it to classic gta :)
ha, it does come up a lot. I'm guessing 'real life' in general is referring to everything else in a persons life that has a higher priority and not mapping/modding will have no significant impact on that persons life. In a deeper sense, mapping/ modding is part of 'life' but not real life. In a way, it's the same way we use, 'the real world'
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can you post the map?
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add the observers to a playergroup and create revealer for people within that group
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if you go to the text module, find the text key for the inventory buttons and change those.
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@xKenneth: Go
hahaha
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@progammer: Go oops, mustve overlooked it, but i did stop it from going in circles and every thing was set up to move based on the units facing. then i adding the camera... say for example, i have the unit facing the same angle as the yaw. when i make the unit move left, my camera faces 0 and the unit goes towards 90, but if i quick switched it to go right, i expected to be going 270 but since it was facing 90. right would be at 0.
if i could keep the unit permanently facing the yaw then it could work, but when i try the unit stutters. would there be a way to have the unit move without turning?
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hmm has anyone figure how to work this system with a tps/fps camera yet? ive been picking at it and cant get the unit to move relative to the yaw of the camera.
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@Metatr0n: Go
huh, i have the same problem, cant get that trigger to work right. But i found a temporary fix. change the transition model to a model with a short animation. I used sniperbeam effect.
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@DogmaiSEA: Go
Hey, really nice map. I haven't played a lot of custom maps for awhile but, Ill definitely play this when it's out. It's all clean and polish, also I personally am impressed with the data work and the UI cause I can't do stuff like that. It's not from watching the first trailer you guys had, like a lot of people, really turned me away from the map. The Pyro tutorial got me interested again, fantastic job on that.
You guys should've made develop logs way back before Smashcraft to build up anticipation instead of this hype in the past few weeks. Also shouldn't worry about people stealing your ideas cause if they do, they can't compete. Look at Hive Keeper and Project Vector. Project Vector makes all other attempt for TPS game look like crap.
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@Dalemil: Go
This is a great idea! You should make a mod with a bunch of board games and since theyre board games, most of the game mechanics will be the same. As for movement with keyboard, you can tie the blinking and arrow keys idea together. If you want movement with the mouse, should do it like Civilization.
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thanks guys!
@deleted_4551290: Go
Right now i'm open minded to all suggestion and try to put it in, unless it gets too chaotic. so yes to the gta 2 car stations.
@joecab: Go
Theres going to be a few different modes to the game that includes, a tps zone control (which is essentially a pvp) , man hunt, and story mode.
Some might be skeptical of all these ideas put into one game, especially cause its a tps. but most of the mechanics used in the game is done using threads marked 'solved' in the fourms and the many tutorials, so credit go out to everyone. As far as the lag goes, this is a long term project and I'm really hoping by the I finish, lag will be less of a problem, but yeah, itll problem lag the same way the starship trooper tps does. If its unbearable, I can easily switch it to classic gta :)
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someone should call 'dibs'
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ha, it does come up a lot. I'm guessing 'real life' in general is referring to everything else in a persons life that has a higher priority and not mapping/modding will have no significant impact on that persons life. In a deeper sense, mapping/ modding is part of 'life' but not real life. In a way, it's the same way we use, 'the real world'
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Decades you say? I think ill give it a shot anyways with the help of pronunciation symbols and look for basic letter combination.
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@Vexal: Go
why? just bringing the idea to the table. and how can this be done? first got to find someone who happens to be an expert of the English language.