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    posted a message on Dub FX

    beautiful stuff

    Posted in: Off-Topic
  • 0

    posted a message on game with no winner
    Quote from Charlie Sheen:

    Winning duh

    Posted in: Off-Topic
  • 0

    posted a message on Radar

    Oh never mind, figured out the equations, heres a little demo if anyones interested

    Embed Removed: https://www.youtube.com/v/5YscqxKKp3Y?fs=1
    Posted in: Triggers
  • 0

    posted a message on Radar

    Im just going to stick with a rectangular dialog. but i have a new problem, I havent done any math in years and was hoping someone one can help me clean/ fix my trigger.

     PlayerGroupLoopBegin(PlayerGroupActive());
        while (!PlayerGroupLoopDone()) {
            UIDisplayMessage(PlayerGroupAll(), c_messageAreaObjective, (((StringExternal("Param/Value/E4D34E25") + FixedToText(CameraGetYaw(1), c_fixedPrecisionAny)) + (StringExternal("Param/Value/C1EA90F6") + FixedToText(gv_radar_EnemyFinalAngle[1][IntLoopCurrent()], c_fixedPrecisionAny)))));
            IntLoopBegin(0, gv_radar_EnemyCount[PlayerGroupLoopCurrent()]);
            while (!IntLoopDone()) {
                gv_radar_EnemyGlobalOffsetY[PlayerGroupLoopCurrent()][IntLoopCurrent()] = (PointGetY(UnitGetPosition(gv_radar_EnemyUnit[PlayerGroupLoopCurrent()][IntLoopCurrent()])) - PointGetY(UnitGetPosition(gv_henchMan[PlayerGroupLoopCurrent()])));
                gv_radar_EnemyGlobalOffsetX[PlayerGroupLoopCurrent()][IntLoopCurrent()] = (PointGetX(UnitGetPosition(gv_radar_EnemyUnit[PlayerGroupLoopCurrent()][IntLoopCurrent()])) - PointGetX(UnitGetPosition(gv_henchMan[PlayerGroupLoopCurrent()])));
                if ((gv_radar_EnemyGlobalOffsetX[PlayerGroupLoopCurrent()][IntLoopCurrent()] >= 0.0) && (gv_radar_EnemyGlobalOffsetY[PlayerGroupLoopCurrent()][IntLoopCurrent()] <= -0.0)) {
                    gv_radar_EnemyInitialAngle[PlayerGroupLoopCurrent()][IntLoopCurrent()] = ATan((AbsF(gv_radar_EnemyGlobalOffsetY[PlayerGroupLoopCurrent()][IntLoopCurrent()]) / AbsF(gv_radar_EnemyGlobalOffsetX[PlayerGroupLoopCurrent()][IntLoopCurrent()])));
                }
                else {
                }
                if ((gv_radar_EnemyGlobalOffsetX[PlayerGroupLoopCurrent()][IntLoopCurrent()] <= -0.0) && (gv_radar_EnemyGlobalOffsetY[PlayerGroupLoopCurrent()][IntLoopCurrent()] <= -0.0)) {
                    gv_radar_EnemyInitialAngle[PlayerGroupLoopCurrent()][IntLoopCurrent()] = (180.0 - ATan((AbsF(gv_radar_EnemyGlobalOffsetY[PlayerGroupLoopCurrent()][IntLoopCurrent()]) / AbsF(gv_radar_EnemyGlobalOffsetX[PlayerGroupLoopCurrent()][IntLoopCurrent()]))));
                }
                else {
                }
                if ((gv_radar_EnemyGlobalOffsetX[PlayerGroupLoopCurrent()][IntLoopCurrent()] <= -0.0) && (gv_radar_EnemyGlobalOffsetY[PlayerGroupLoopCurrent()][IntLoopCurrent()] >= 0.0)) {
                    gv_radar_EnemyInitialAngle[PlayerGroupLoopCurrent()][IntLoopCurrent()] = (180.0 + ATan((AbsF(gv_radar_EnemyGlobalOffsetY[PlayerGroupLoopCurrent()][IntLoopCurrent()]) / AbsF(gv_radar_EnemyGlobalOffsetX[PlayerGroupLoopCurrent()][IntLoopCurrent()]))));
                }
                else {
                }
                if ((gv_radar_EnemyGlobalOffsetX[PlayerGroupLoopCurrent()][IntLoopCurrent()] >= 0.0) && (gv_radar_EnemyGlobalOffsetY[PlayerGroupLoopCurrent()][IntLoopCurrent()] >= 0.0)) {
                    gv_radar_EnemyInitialAngle[PlayerGroupLoopCurrent()][IntLoopCurrent()] = (360.0 - ATan((AbsF(gv_radar_EnemyGlobalOffsetY[PlayerGroupLoopCurrent()][IntLoopCurrent()]) / AbsF(gv_radar_EnemyGlobalOffsetX[PlayerGroupLoopCurrent()][IntLoopCurrent()]))));
                }
                else {
                }
                if ((CameraGetYaw(PlayerGroupLoopCurrent()) >= 1.0)) {
                    gv_radar_EnemyFinalAngle[PlayerGroupLoopCurrent()][IntLoopCurrent()] = ((gv_radar_EnemyInitialAngle[PlayerGroupLoopCurrent()][IntLoopCurrent()] - (360.0 - CameraGetYaw(PlayerGroupLoopCurrent()))) + 270.0);
                }
                else {
                    gv_radar_EnemyFinalAngle[PlayerGroupLoopCurrent()][IntLoopCurrent()] = ((gv_radar_EnemyInitialAngle[PlayerGroupLoopCurrent()][IntLoopCurrent()] - CameraGetYaw(PlayerGroupLoopCurrent())) + 90.0);
                }
                if ((PointGetX(UnitGetPosition(gv_henchMan[PlayerGroupLoopCurrent()])) >= PointGetX(UnitGetPosition(gv_radar_EnemyUnit[PlayerGroupLoopCurrent()][IntLoopCurrent()]))) && (PointGetY(UnitGetPosition(gv_henchMan[IntLoopCurrent()])) <= PointGetY(UnitGetPosition(gv_radar_EnemyUnit[PlayerGroupLoopCurrent()][IntLoopCurrent()])))) {
                    if ((CameraGetYaw(PlayerGroupLoopCurrent()) < 0.0)) {
                        gv_radar_EnemyLocalOffsetX[PlayerGroupLoopCurrent()][IntLoopCurrent()] = ((Cos(gv_radar_EnemyFinalAngle[PlayerGroupLoopCurrent()][IntLoopCurrent()]) * DistanceBetweenPoints(UnitGetPosition(gv_radar_EnemyUnit[PlayerGroupLoopCurrent()][IntLoopCurrent()]), UnitGetPosition(gv_henchMan[PlayerGroupLoopCurrent()]))) * -5.0);
                    }
                    else {
                        gv_radar_EnemyLocalOffsetX[PlayerGroupLoopCurrent()][IntLoopCurrent()] = ((Cos(gv_radar_EnemyFinalAngle[PlayerGroupLoopCurrent()][IntLoopCurrent()]) * DistanceBetweenPoints(UnitGetPosition(gv_radar_EnemyUnit[PlayerGroupLoopCurrent()][IntLoopCurrent()]), UnitGetPosition(gv_henchMan[PlayerGroupLoopCurrent()]))) * 5.0);
                    }
                }
                else {
                }
                if ((PointGetX(UnitGetPosition(gv_henchMan[PlayerGroupLoopCurrent()])) <= PointGetX(UnitGetPosition(gv_radar_EnemyUnit[PlayerGroupLoopCurrent()][IntLoopCurrent()]))) && (PointGetY(UnitGetPosition(gv_henchMan[IntLoopCurrent()])) <= PointGetY(UnitGetPosition(gv_radar_EnemyUnit[PlayerGroupLoopCurrent()][IntLoopCurrent()])))) {
                    if ((CameraGetYaw(PlayerGroupLoopCurrent()) < 0.0)) {
                        gv_radar_EnemyLocalOffsetX[PlayerGroupLoopCurrent()][IntLoopCurrent()] = ((Cos(gv_radar_EnemyFinalAngle[PlayerGroupLoopCurrent()][IntLoopCurrent()]) * DistanceBetweenPoints(UnitGetPosition(gv_radar_EnemyUnit[PlayerGroupLoopCurrent()][IntLoopCurrent()]), UnitGetPosition(gv_henchMan[PlayerGroupLoopCurrent()]))) * -5.0);
                    }
                    else {
                        gv_radar_EnemyLocalOffsetX[PlayerGroupLoopCurrent()][IntLoopCurrent()] = ((Cos(gv_radar_EnemyFinalAngle[PlayerGroupLoopCurrent()][IntLoopCurrent()]) * DistanceBetweenPoints(UnitGetPosition(gv_radar_EnemyUnit[PlayerGroupLoopCurrent()][IntLoopCurrent()]), UnitGetPosition(gv_henchMan[PlayerGroupLoopCurrent()]))) * 5.0);
                    }
                }
                else {
                }
                if ((PointGetX(UnitGetPosition(gv_henchMan[PlayerGroupLoopCurrent()])) <= PointGetX(UnitGetPosition(gv_radar_EnemyUnit[PlayerGroupLoopCurrent()][IntLoopCurrent()]))) && (PointGetY(UnitGetPosition(gv_henchMan[IntLoopCurrent()])) >= PointGetY(UnitGetPosition(gv_radar_EnemyUnit[PlayerGroupLoopCurrent()][IntLoopCurrent()])))) {
                    if ((CameraGetYaw(PlayerGroupLoopCurrent()) < 0.0)) {
                        gv_radar_EnemyLocalOffsetX[PlayerGroupLoopCurrent()][IntLoopCurrent()] = ((Cos(gv_radar_EnemyFinalAngle[PlayerGroupLoopCurrent()][IntLoopCurrent()]) * DistanceBetweenPoints(UnitGetPosition(gv_radar_EnemyUnit[PlayerGroupLoopCurrent()][IntLoopCurrent()]), UnitGetPosition(gv_henchMan[PlayerGroupLoopCurrent()]))) * -5.0);
                    }
                    else {
                        gv_radar_EnemyLocalOffsetX[PlayerGroupLoopCurrent()][IntLoopCurrent()] = ((Cos(gv_radar_EnemyFinalAngle[PlayerGroupLoopCurrent()][IntLoopCurrent()]) * DistanceBetweenPoints(UnitGetPosition(gv_radar_EnemyUnit[PlayerGroupLoopCurrent()][IntLoopCurrent()]), UnitGetPosition(gv_henchMan[PlayerGroupLoopCurrent()]))) * 5.0);
                    }
                }
                else {
                }
                if ((PointGetX(UnitGetPosition(gv_henchMan[PlayerGroupLoopCurrent()])) >= PointGetX(UnitGetPosition(gv_radar_EnemyUnit[PlayerGroupLoopCurrent()][IntLoopCurrent()]))) && (PointGetY(UnitGetPosition(gv_henchMan[PlayerGroupLoopCurrent()])) >= PointGetY(UnitGetPosition(gv_radar_EnemyUnit[PlayerGroupLoopCurrent()][IntLoopCurrent()])))) {
                    if ((CameraGetYaw(PlayerGroupLoopCurrent()) < 0.0)) {
                        gv_radar_EnemyFinalAngle[PlayerGroupLoopCurrent()][IntLoopCurrent()] = ((gv_radar_EnemyInitialAngle[PlayerGroupLoopCurrent()][IntLoopCurrent()] - (360.0 - CameraGetYaw(PlayerGroupLoopCurrent()))) + 270.0);
                        gv_radar_EnemyLocalOffsetX[PlayerGroupLoopCurrent()][IntLoopCurrent()] = ((Cos(gv_radar_EnemyFinalAngle[PlayerGroupLoopCurrent()][IntLoopCurrent()]) * DistanceBetweenPoints(UnitGetPosition(gv_radar_EnemyUnit[PlayerGroupLoopCurrent()][IntLoopCurrent()]), UnitGetPosition(gv_henchMan[PlayerGroupLoopCurrent()]))) * 5.0);
                    }
                    else {
                        gv_radar_EnemyLocalOffsetX[PlayerGroupLoopCurrent()][IntLoopCurrent()] = ((Cos(gv_radar_EnemyFinalAngle[PlayerGroupLoopCurrent()][IntLoopCurrent()]) * DistanceBetweenPoints(UnitGetPosition(gv_radar_EnemyUnit[PlayerGroupLoopCurrent()][IntLoopCurrent()]), UnitGetPosition(gv_henchMan[PlayerGroupLoopCurrent()]))) * 5.0);
                    }
                }
                else {
                }
                gv_radar_EnemyLocalOffsetY[PlayerGroupLoopCurrent()][IntLoopCurrent()] = ((Sin(gv_radar_EnemyFinalAngle[PlayerGroupLoopCurrent()][IntLoopCurrent()]) * DistanceBetweenPoints(UnitGetPosition(gv_radar_EnemyUnit[PlayerGroupLoopCurrent()][IntLoopCurrent()]), UnitGetPosition(gv_henchMan[PlayerGroupLoopCurrent()]))) * 5.0);
                DialogControlSetPosition(gv_radar_EnemyPoint[PlayerGroupLoopCurrent()][IntLoopCurrent()], PlayerGroupSingle(PlayerGroupLoopCurrent()), c_anchorCenter, FixedToInt(gv_radar_EnemyLocalOffsetX[PlayerGroupLoopCurrent()][IntLoopCurrent()]), FixedToInt(gv_radar_EnemyLocalOffsetY[PlayerGroupLoopCurrent()][IntLoopCurrent()]));
                IntLoopStep();
            }
            IntLoopEnd();
            PlayerGroupLoopStep();
        }
        PlayerGroupLoopEnd();
        return true;
    }
    

    The idea is that I turned the dialog into a grid with origin(0,0) in the center. It was easy to get the offset relative to the map, but it got much more complicated when I tried to relative to the cameras yaw (its a tps). It seems that the camera goes from 0 -180, then -180 to -0. which really messed with my head. Im using the basic polar coordinates to cartesian conversion formulas, but with its not working so well. Had to change the equations up for each section of the grid (x,y; -x,-y: -x,y; x,-y). its been years since i had to use trigonometry, is there a better way to do this?

    Posted in: Triggers
  • 0

    posted a message on Radar

    Hi, made a radar thats oriented toward the camera's yaw, but im trying to use a circular background. Say im facing an enemy, the radar will show a dot thats 90 degrees above me and i do a 180 so the dot should be at 270. during the 180 the dot hits the edge of the dialog and you can see the edge. no matter how big the dialog is the dots will always be cut off at the edge of the square box. Is there a way to make that rectangle a circle? or do i have to stick with a rectangular radar?

    Posted in: Triggers
  • 0

    posted a message on Henchmen Adventures
    Embed Removed: https://www.youtube.com/v/1cJ05bZW36s?fs=1
    Posted in: Project Workplace
  • 0

    posted a message on Henchmen Adventures

    Overview

    The map is going to be a mixture of Risk, Metal Gear, GTA, and some of my own ideas. This is a TPS that uses the best known camera setup I can find. The shooting system won't be using trace lines, but instead click and shoot. There are about 18-20 districts in the map and you are given one Henchman that has to take control of them all and at the same time find parts to build a giant robot or death ray. The storyline will be based off of every villain v. hero relationship. While doing the missions, you'll have a chance to control ships and/or fleets. You can hijack enemy ships or steal one that's unoccupied. Also, this is a 6 player map and you can have alliances or work alone to beat it. If you work alone or fewer allies, you get a better score for ranking. Better ranking we give you slight advantage in terms of finding ships and weapons. Throughout the game, there will be villains for hire and of course, one super hero that will try to to stop you. I called him Yellow Feet and he has the ability to fly, super speed and strength. There hard part of the game will be doing it all with stealth. You don't have to, but less stealth, more enemies, harder to complete.(I guess that's the only part I'm including from MGS, and the Metal Gear itself).

    Development

    • 10%

    Screen Shots

    http://static.sc2mapster.com/content/images/31/74/Screen.jpg

    -Map Layout

    http://img151.imageshack.us/img151/9072/layoutoa.jpg Rough layout of the city.

    Features

    http://www.sc2mapster.com/maps/dr-hus-henchmen-adventures/

    Credit

    • Air1 - Complete terrain design

    I do need some help with some things outside the editor: Custom UI, few Models, and other suggestions. PM if you can help.

    Posted in: Project Workplace
  • 0

    posted a message on Drawing (Pictures Thread)

    @ElGabster: Go

    I would submit my ultralisk foot or even possibly an eye or two

    Posted in: Artist Tavern
  • 0

    posted a message on Need Help Making Some Simple Custom UI & Model

    Hi, I'm looking for someone who can help me make 4 simple frames that are expandable.

    1. Circular
    2. L Shape
    3. Button (for buttons, not shape of an actual button) - include hover frame
    4. Rectangular

    heres a concept of what im looking for:

    http://img26.imageshack.us/img26/6464/sc22011030103200930.jpg

    just simple, clean and can be seen well with dark lighting. color should be : FF8800

    if interested, post or PM me. Heres a like to the map

    http://www.sc2mapster.com/maps/dr-hus-henchmen-adventures/

    Posted in: Team Recruitment
  • 0

    posted a message on sniper view

    @Reaper872: Go

    i was planning to do a map awhile back where you do heist and assassinate people using a city scape and had prototype sniper. but i scarped it... im gonna try to remake it

    Posted in: Requests
  • 0

    posted a message on NA map Nights

    Then you must be KR! where you from?

    Posted in: General Chat
  • 0

    posted a message on Data Editor Organization

    @Rainther: Go

    When you're trying to keep track of all the objects you edit, you can select your map under the data source tab. When I started to learn the data editor about 2 months ago, it seriously was hell. I'm not sure if this will help your, but it really helped me.

    Go to the ability, find out all the effects that are linked to it. Some times ability first links an Effect - Set, so you have to look at the effect set and look through that, it may like to a persistent with can be linked to several more effects. map it out like a tech tree and eventually when you go back to the ability itself, youll understand why its there.

    Actors are a whole different story because it unit that links to the actor, but the actor that links to the unit (did i say that right?...) You will not find anything under the unit that will they you how theyre linked. If you go to the actor, look for Events+, thats where it happens. Once you figure how to edit those events, you'll figure out how everything connects.

    I personally never duplicated abilities or units cause it gets messy. I just copy and paste what i need. When I test it, notie something missing, I go back and copy it. If you want to figure out whether to duplicate, figure out what the effects do.

    Posted in: Data
  • 0

    posted a message on Drawing (Pictures Thread)

    @ElGabster: Go

    i like this thread, lot of nice work. Don't wanna see it die either so, heres a ball and an ultralisk foot (Had to amputate the Ultralisk)

    Ball

    Ultralisk Foot

    Posted in: Artist Tavern
  • 0

    posted a message on document dependency header not available

    @SoulTaker916: Go

    oh, thats bad, i always assumed it was just something up with bnet.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Staying Dedicated to a map

    @Vexal: Go

    your mom is strict,mine would just take away my internet.

    But yes, ive given up on many projects right when i finish planning it out in my head. Finish zergling burgers!

    Posted in: General Chat
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