Ooh, I just solved this myself a few days ago - at least the way I needed it to work (only for a single unit that you control).
Basicly what I did was make a trigger compare the height between two points on opposite sides of a unit at 16 points (8 directions) around my unit every 0.01 seconds, and check if the height difference were within a specific bounds I had set.
If the height went outside those bounds the trigger made a similar check, this time determining which one was smaller, and then forced the unit to move in that direction and stripped you of the ability to give that unit further orders until it found ground that rested within those values.
What it basicly does is force your unit to walk down steep hills if you step over the edge, and takes away any possibility of you walking up that cliff, since your unit just returns to where it were if you try to walk up the hill.
Anyway, I've tested it alot and I can't cheat it in any way, or at least I haven't been able to yet ^^
Well, as far as I know, the max camera bounds can't be moved further than what you can achieve with the map options, as in warcraft 3. Granted I haven't looked into it alot.
The camera bounds trigger is probably mostly used for forcing your camera to stay within a specific area of the map rather than expand it to the very edge.
I realise this might not be applicable to your map, but I usually make the outer edge of the map something you can't reach, using mountains or water to cut you off from the camera bounds.
I had too much fun digging around the ground-height based pathing system and I've now ended up with a system that instead checks 16 points around the target.
The opposites are compared with a check that decides if they are within range of a negative and positive value, if the difference between them is outside that value the character will fall towards the lower, or well, so far he just walks with you unable to control it)
Another question, as I don't want to spam new threads ^^
I recall the wc3 editor to have special effects, but I can't find something like that in the sc2 editor, I probably don't just know where to look - and so now I wonder, how would you guys go about to make a temporary smoke effect spawn at the units feet while sliding down a cliff?
Hey again, I ended up solving it by using a way simpler method than I orignally thought of; I just made it do the check before the movement order was issued instead of after... :x
Thanks anyway for the suggestion earlier miheinen! Although I didn't end up using it.
Now I just got to solve wallwalking! (still lets you scale very steep hills by walking sideways, as it used to do in early-days WoW) and camera clipping the ground. But I think I got an idea of how to fix those things too now ^^
Edit: Oh and if anyone happens to have read this far; is there any way to use the scroll wheel to make a camera change distance to target with triggers or could it perhaps be done in data?
(I've disabled the original scroll in data atm since it messes up my third person camera).
Edit 2: Gah! I always manage to solve it just after I ask :p anyway that zoom thing could be done in the data editor ^^
And yeah I considered the problem to be them sharing the move order, and tried to check if it was editable in the data, but I wasn't sure where to look anyway :<
Oh btw, what I'm trying to make is automatic pathing based on terrain height so that you can move down steep terrain but not up.
Edit: Actually, how about making a turn order separate from the move order? I dug around some just now and found out how to make it show up in the event list, but I haven't yet made it work as far as giving the unit orders.
Edit 2: I just got another idea, since I use a wasd movement system. I need to make it store the direction in which the move order was made, then check if that direction contains a major height change. At least that's the theory of my new theory (Still gonna need turn to be separate though I believe)
Hello, I'm kinda new to the Starcraft 2 triggering, bought the game yesterday!
Anyway, I'm like many others making a third-person camera system, and I've run into a slight problem; The mouse-look camera goes through the terrain.
What I want is for the camera to zoom in instead of going through the ground or an object (ground being the most important). And when it doesn't detect anything at less than the set distance, revert to the original distance.
My original idea was to use tracelines to find a point behind the camera pivot and measure the distance to that point in order to determine what distance the camera should be put at, but I don't really know how to use them, let alone if it would work, and thus I ask for your help! ^^
0
Ooh, I just solved this myself a few days ago - at least the way I needed it to work (only for a single unit that you control).
Basicly what I did was make a trigger compare the height between two points on opposite sides of a unit at 16 points (8 directions) around my unit every 0.01 seconds, and check if the height difference were within a specific bounds I had set.
If the height went outside those bounds the trigger made a similar check, this time determining which one was smaller, and then forced the unit to move in that direction and stripped you of the ability to give that unit further orders until it found ground that rested within those values. What it basicly does is force your unit to walk down steep hills if you step over the edge, and takes away any possibility of you walking up that cliff, since your unit just returns to where it were if you try to walk up the hill.
Anyway, I've tested it alot and I can't cheat it in any way, or at least I haven't been able to yet ^^
0
Well, as far as I know, the max camera bounds can't be moved further than what you can achieve with the map options, as in warcraft 3. Granted I haven't looked into it alot.
The camera bounds trigger is probably mostly used for forcing your camera to stay within a specific area of the map rather than expand it to the very edge.
I realise this might not be applicable to your map, but I usually make the outer edge of the map something you can't reach, using mountains or water to cut you off from the camera bounds.
0
Oh, that actor model thing sounds like what I was looking for, I'll check it out in a bit - thanks! :>
0
I had too much fun digging around the ground-height based pathing system and I've now ended up with a system that instead checks 16 points around the target. The opposites are compared with a check that decides if they are within range of a negative and positive value, if the difference between them is outside that value the character will fall towards the lower, or well, so far he just walks with you unable to control it)
Another question, as I don't want to spam new threads ^^
I recall the wc3 editor to have special effects, but I can't find something like that in the sc2 editor, I probably don't just know where to look - and so now I wonder, how would you guys go about to make a temporary smoke effect spawn at the units feet while sliding down a cliff?
0
Hey again, I ended up solving it by using a way simpler method than I orignally thought of; I just made it do the check before the movement order was issued instead of after... :x
Thanks anyway for the suggestion earlier miheinen! Although I didn't end up using it.
Now I just got to solve wallwalking! (still lets you scale very steep hills by walking sideways, as it used to do in early-days WoW) and camera clipping the ground. But I think I got an idea of how to fix those things too now ^^
Edit: Oh and if anyone happens to have read this far; is there any way to use the scroll wheel to make a camera change distance to target with triggers or could it perhaps be done in data? (I've disabled the original scroll in data atm since it messes up my third person camera).
Edit 2: Gah! I always manage to solve it just after I ask :p anyway that zoom thing could be done in the data editor ^^
0
I'll try that, thanks.
And yeah I considered the problem to be them sharing the move order, and tried to check if it was editable in the data, but I wasn't sure where to look anyway :<
Oh btw, what I'm trying to make is automatic pathing based on terrain height so that you can move down steep terrain but not up.
Edit: Actually, how about making a turn order separate from the move order? I dug around some just now and found out how to make it show up in the event list, but I haven't yet made it work as far as giving the unit orders.
Edit 2: I just got another idea, since I use a wasd movement system. I need to make it store the direction in which the move order was made, then check if that direction contains a major height change. At least that's the theory of my new theory (Still gonna need turn to be separate though I believe)
0
How do I specificly check that the order the unit is issued is the move order in the conditions of a trigger?
I need the actions to ignore the turn order while the move order is allowed.
As for events I have "any unit is issued an order to move" but it doesn't seem to recognize only move, but also turn.
Thanks in advance!
0
Hello, I'm kinda new to the Starcraft 2 triggering, bought the game yesterday!
Anyway, I'm like many others making a third-person camera system, and I've run into a slight problem; The mouse-look camera goes through the terrain.
What I want is for the camera to zoom in instead of going through the ground or an object (ground being the most important). And when it doesn't detect anything at less than the set distance, revert to the original distance.
My original idea was to use tracelines to find a point behind the camera pivot and measure the distance to that point in order to determine what distance the camera should be put at, but I don't really know how to use them, let alone if it would work, and thus I ask for your help! ^^
Thanks in advance for any help!