hmm The zergling in this demo map have a very very low line of sight to which they aggro the player. Anyone know how to increase that line of sight so you don't have to run literally next to them before they aggro you?
Edit*
This game in fps mode looks better than Halo: Reach though rofl and that is pretty sad.
Especially when one considers that single persons are putting together these TPSs and FPSs alone, and only within a few weeks. Of course we're using models which were developed over the course of several years, so...
I was refering to the latency issues and inefficiencies which did not facilitate well functioning TPS/FPS's, not what was "possible." By this I meant that I didn't feel drawn to a craft if the results were inhibited by the game engine, and, additionally, the graphics. Starcraft 2 facilitates these types of mods, (albeit that latency issues on battle.net still remain) and there isn't the need to cover your eyes at the sight of terrible graphics. That was all that I was implying, my appologies if it came off incorrectly.
My appologies for the triple post, but this is neccesary. You may only attack units from team 15. My map never had any problems, I was simply trying to attack units from team 2 (even when setting their status to hostile).
I've come up with a new solution. By renaming all parameters, variables, triggers, and folders in the demo map, you can then modify its size and texture set to your will, elliminating the need for a transfer. This is much more convenient, and even works for maps which were in developement, as you can copy and paste their terrain/doodads/triggers into the demo map.
No, actually I've been at it for a few years now. However, usually my triggering is done with relation to cinematics, or anyting besides camera/attack systems. Though that was the general populace's standpoint back in WC3, since it couldn't really handle these types of modifications. In any case, I'll get back to you in a moment.
Are you sure the units actually get their custom value 0 set?
When you spawn the unit, see if it actually has their custom value 0 set to something else than 0.
I've updated the original post now. There's instructions on how to get the library to work with your map.
The problem of not being able to shoot units is that their height is set to 0 as default (the custom value 0 = 0 from the start), so you need to alter it for every unit (which is supposed to be shot) you spawn on your map.
I've tried setting the values on zeglings from 0.1 - 1.0, and no matter what value is set for, I still cannot attack the units. Here's what I have entered:
(only for zerglings in a test enviornment)
Folder "General Events"> "Set Enemy Unit Height">IF (UNIT type of (Picked unit)) == Zergling, THEN Unit - Set (Picked unit) custom value 0 to 0.5
Alright, at the moment, I am only trying to allow for an attack against zerglings. I have created a basic map, with default settings (all dependencies ativated) but am unable to attack units. What are the default values that I should insert into the height categories? Would you like me to send you an email of the map?
Also, in my previous post, I was mentioning a problem that I had had with the library, in that I could not see it. I am no longer experiencing that problem.
My appologies, I did as it instructed, but forgot to show dependencies. Also, in order to increase performance, would hiding non- visible doodads help in any way?
Additionally, I am still unable to attack units. Where can height values be found, as the height in the data editor did not match what you entered into your trigger, therefore I assume that it's from another source? Do I need to enter any other values besides height in order for the attack function to work?
I'm experiencing a new problem. When the TPS system is integrated into my map, you can only attack units if the are directly in front of you. Is this the same glitch you are experiencing, zelarules?
I believe that the easiest fix for this issue is to systematically go through each trigger, and rename every parameter, variable, and trigger with simple IDs, such a A1, A2, A3, etc.
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Especially when one considers that single persons are putting together these TPSs and FPSs alone, and only within a few weeks. Of course we're using models which were developed over the course of several years, so...
anyway, rofl.
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I was refering to the latency issues and inefficiencies which did not facilitate well functioning TPS/FPS's, not what was "possible." By this I meant that I didn't feel drawn to a craft if the results were inhibited by the game engine, and, additionally, the graphics. Starcraft 2 facilitates these types of mods, (albeit that latency issues on battle.net still remain) and there isn't the need to cover your eyes at the sight of terrible graphics. That was all that I was implying, my appologies if it came off incorrectly.
0
My appologies for the triple post, but this is neccesary. You may only attack units from team 15. My map never had any problems, I was simply trying to attack units from team 2 (even when setting their status to hostile).
0
Martin,
I've come up with a new solution. By renaming all parameters, variables, triggers, and folders in the demo map, you can then modify its size and texture set to your will, elliminating the need for a transfer. This is much more convenient, and even works for maps which were in developement, as you can copy and paste their terrain/doodads/triggers into the demo map.
0
<<quote 141399>>
@Aspernation:No, actually I've been at it for a few years now. However, usually my triggering is done with relation to cinematics, or anyting besides camera/attack systems. Though that was the general populace's standpoint back in WC3, since it couldn't really handle these types of modifications. In any case, I'll get back to you in a moment.
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How would I check that?
0
0
I've tried setting the values on zeglings from 0.1 - 1.0, and no matter what value is set for, I still cannot attack the units. Here's what I have entered:
(only for zerglings in a test enviornment)
Folder "General Events"> "Set Enemy Unit Height">IF (UNIT type of (Picked unit)) == Zergling, THEN Unit - Set (Picked unit) custom value 0 to 0.5
Am I doing something wrong?
0
Alright, at the moment, I am only trying to allow for an attack against zerglings. I have created a basic map, with default settings (all dependencies ativated) but am unable to attack units. What are the default values that I should insert into the height categories? Would you like me to send you an email of the map?
Also, in my previous post, I was mentioning a problem that I had had with the library, in that I could not see it. I am no longer experiencing that problem.
0
My appologies, I did as it instructed, but forgot to show dependencies. Also, in order to increase performance, would hiding non- visible doodads help in any way?
Additionally, I am still unable to attack units. Where can height values be found, as the height in the data editor did not match what you entered into your trigger, therefore I assume that it's from another source? Do I need to enter any other values besides height in order for the attack function to work?
0
@martinolsson: Go How does one implement a library into their map? Custom Script?
0
I'm experiencing a new problem. When the TPS system is integrated into my map, you can only attack units if the are directly in front of you. Is this the same glitch you are experiencing, zelarules?
0
I believe that the easiest fix for this issue is to systematically go through each trigger, and rename every parameter, variable, and trigger with simple IDs, such a A1, A2, A3, etc.