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    posted a message on Replacing a Units Actor

    Is it possible through triggers/actor messages to replace a unit's current actor type with a different actor type.

    For example, if a marine enters a region, "destroy" his current marine actor, and "create" a new firebat actor as that marine's main actor.

    I'd guess this is accomplished through actor scope (which I know little about).

    Posted in: Triggers
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    posted a message on Texture Declarations (any info yet?)

    Has anyone figured out how to use the Texture Declarations field of a model types yet?

    I was trying to apply a terrain texture dds to a doodads/shapes/shapecube.m3.

    I feel like this field should be able to pull off such a goal but I don't know what all of the settings do. There doesn't seem to be any forum info on the subject. Is there a tutorial or an example map out there somewhere regarding texture declarations?

    Posted in: Data
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    posted a message on (Follow-Up ?) Missle with persistant Search Area

    Follow-Up Question:

    I have a Launch Effect fire a MissleType1. MissleType1 has a constant Search Area Effect which triggers another Launch Effect that fires MissleType2 from MissleType1. MissleType2 has a Damage Effect on impact.

    Through the data editor. Is there a way I can make MissleType1 die when any MissleType2 hits its target?

    Posted in: Data
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    posted a message on (Follow-Up ?) Missle with persistant Search Area

    I am firing a missile using a Launch Missile Effect. I am trying to create a Persistent > Search Area Effect off of the missile's current location.

    Would I use a permanent Buff Behavior > Search Area Effect on the the missile's ammo unit (would rather not)

    OR

    Would i use a Create Persistent Effect > Search Area Effect on the (Effect - Launch Effect) field for my missile's Launch Effect. lol

    I hate the data editor and am not in the mood to guess and check for an hour.

    Posted in: Data
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    posted a message on Can't fix Skybox error

    http://img827.imageshack.us/img827/9828/mapsterhelp.png

    The image posted above is a screenshot ingame of the skybox around my map. For some reason a black border has appeared around the outskirts of my map and I can't find a way to remove it and show the full skybox again. The camera is default and the tileset is default braxis. Anyone have any ideas or have also ran into this problem. When viewing in the editor this black border does not exist.

    Posted in: Terrain
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    posted a message on Camera Object - Rotation

    I've been using these triggers a lot to gain more control over the camera as well. Your going to run into a lot of the same problems I did.

    1. Camera rotation (unlike unit rotation) is calculated from -180 to 180, so any numbers you were using from 180-360 gave you problems.

    2. Setting the Set Camera Rotation to a value (lets say 50) and then using the Get Camera Yaw function will give you a slightly inaccurate value (like 49.5214). This doesn't seem to be the case with Pitch but I haven't tested it enough to be sure. I don't have a workaround for this yet (IS KILLING ME).

    3. Using the Get Camera Yaw/Pitch function only gets the camera yaw from before the current game loop. Meaning if you use Set Camera Rotation any time during the game loop, the Get Camera Yaw function will not reflect this update until next loop.

    4. You can not set the values for Computer/Neutral/Hostile player cameras. Even though they do have default camera values if you check them.

    5. Setting Mouse Look Sensitivity to anything lower than 0.002 (or 0.0002, i cant remember) makes the camera unmovable with the mouse.

    Posted in: Miscellaneous Development
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    posted a message on Set Camera Rotation and Get Camera Yaw

    Yea sorry, I should have been a little more specific on what i am trying to do. The idea is to put a cap on how fast a player can rotate his camera using the Mouse Rotation trigger. I wanted to limit it to lets say... 10 degrees per game loop.

    The only solution I could come up with was to set the Mouse Rotation sensitivity to a low value (0.0005). Then read the small differences between the players old camera rotation and the new camera rotation. Using these small changes in the camera (cause of the low sensitivity), I would then rotate the players camera based on the value (after checking to see whether said player was within the 10 degree limit).

    This method doesn't work because the error between Camera Rotation (ex. 50.0) and Camera Yaw (ex. 49.9347ish) make it seem as though the player is constantly moving his mouse.

    Does anyone know another method for capping a players Mouse Rotation to a certain degree.

    Sorry if that was confusing, I don't forum much, let alone write.

    Posted in: Triggers
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    posted a message on Set Camera Rotation and Get Camera Yaw

    BUMP. I'm going to pull my eyes out and eat them.

    Posted in: Triggers
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    posted a message on Set Camera Rotation and Get Camera Yaw

    Been working with the "apply camera object rotation for player X" trigger and the "current camera yaw for player X" real function and I've had some problems. If I set the rotation of a players camera to lets say 50 and then ask for the current camera yaw I end up getting back something like 49.92724. It generates different values for each angle. This is quite a bother to my map production. Does anyone know a way to fix this. Maybe certain camera fields have to be changed? Anyone else have this problem and found a way around it?

    Posted in: Triggers
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    posted a message on Loading Assets only from a dependency

    Does anyone know a method for loading a new map that has access to all dependency assets (models/sounds/icons) but is completely void of all the dependency data (units/weapons/actors/...). It's hard to work when you have to sift through all that campaign and story mode crap.

    Posted in: Miscellaneous Development
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