I just made a car game, and it needs sound for the vehicles.
I have been straining my brain over how to get the sounds to sound good.
I was wondering if there was a way to speed up a sound trigger. That way i could increase the speed of a engine sound, in order to make it sound like the cars are reving and shifting gears.
This would be my first custom map release.
It plays best with 3 to 4 players. 1v1 is not usually as fun.
Capture the Flag is the game.
Players must find the flag and drive it through the blue gates for points.
Moving, while holding the flag also gives you some points.
If another player has the flag... Ram them in order to steal it from them.
WASD are the movement keys.
Left and Right arrow keys allow you to look left or right while driving.
Up and Down arrow keys adjust camera pitch.
Spacebar gives you a boost of speed.
Player with the most points at the end of the game, WINS!
Let me know what you think, I can handle criticism. But keep in mind this is my first map and I have zero programming experience.
Your response triggered something in my head that I should have been doing...
I have been storing my leaderboard numbers on a variable integer array, which is called points for all players.
So i basically did in conditions Points[1] > Points [2].... Points [1] > Points [3] and so on.
I am looking to end the game with the player who has the most points on a leaderboard that I created.
I made a timer and I made a leaderboard. Now i was trying to do something like, when the timer ends the player with the most points on my leaderboard is the winner. I cant seem to figure out how to reference my leaderboard text values.
I have a couple of units that i do not want triggering a region, that sets off a trigger when a unit enters a region.
I have been accomplishing this by using Not conditions, but i was wondering if there was an option in the Data Editor that i could change to simplify this.
I have made a skybox, which does not move because it is in a small area and it is a multiplayer map.
I was wondering if i could fix the farclip to not follow the players, but stay on the outside range of the skybox. Maybe there is a better way to do this instead of using farclip, but some other feature that helps with optimization and doesn't let players render past the skybox.
I have the minimap working perfectly except for the problem with my above comment, and I would prefer if the map rotated around the arrow instead of the arrow rotating in the minimap. Been trying to fix both these issues all day but it is time for sleep.
On the rotating issue, I cannot figure out how to change the rotation point of the dialog image. I can make the image rotate on any single point on the map, but i cant make that center rotation follow my unit.
I was able to make a pretty cool feature where a object thats on the minimap, instead of disappearing from the minimap when i walk too far from the object, its icon will hug/circle the boarder of the minimap. That way i can make my way back to it even when it is out of range.
OK, after publishing my map 20x. I have narrowed down an issue i am having. Whenever I add the imported image to the "initi minimap" action, when i try to enter the lobby of my map it just sits at "Streaming Data".
When I test the map through the editor everything works fine.
What is the problem here? Is there additional steps I need to take to use imported images in published maps?
Hi guys I have been stumped on two matters of identifying players and created units.
I am having players select units from a selection menu, then the units spawn on the map.
I then have some variables setup through Triggering Player, when they press a key.
Now i have set up a trigger that is running from Event: Timer - Every 0.05 seconds of Game Time
In this trigger I am having trouble with referencing the variables i set up outside the trigger because Triggering Player is greyed out. So I can't do Variable Name [Triggering Player] == True
The second problem is that in this trigger, I am trying to "Issue Order" for the units that have been created from the selection menu, but I am not sure how to identify the unit created for each player.
exp: Order _ to ( Move....
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I just made a car game, and it needs sound for the vehicles. I have been straining my brain over how to get the sounds to sound good.
I was wondering if there was a way to speed up a sound trigger. That way i could increase the speed of a engine sound, in order to make it sound like the cars are reving and shifting gears.
Any ideas?
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Any feedback?
0
CTF Racing
This would be my first custom map release. It plays best with 3 to 4 players. 1v1 is not usually as fun.
Capture the Flag is the game. Players must find the flag and drive it through the blue gates for points. Moving, while holding the flag also gives you some points.
If another player has the flag... Ram them in order to steal it from them.
WASD are the movement keys. Left and Right arrow keys allow you to look left or right while driving. Up and Down arrow keys adjust camera pitch. Spacebar gives you a boost of speed.
Player with the most points at the end of the game, WINS!
Let me know what you think, I can handle criticism. But keep in mind this is my first map and I have zero programming experience.
starcraft://map/1/235697
0
Your response triggered something in my head that I should have been doing...
I have been storing my leaderboard numbers on a variable integer array, which is called points for all players. So i basically did in conditions Points[1] > Points [2].... Points [1] > Points [3] and so on.
Too many triggers, I am losing my sanity.
0
I am looking to end the game with the player who has the most points on a leaderboard that I created.
I made a timer and I made a leaderboard. Now i was trying to do something like, when the timer ends the player with the most points on my leaderboard is the winner. I cant seem to figure out how to reference my leaderboard text values.
0
I have a couple of units that i do not want triggering a region, that sets off a trigger when a unit enters a region.
I have been accomplishing this by using Not conditions, but i was wondering if there was an option in the Data Editor that i could change to simplify this.
0
I have made a skybox, which does not move because it is in a small area and it is a multiplayer map.
I was wondering if i could fix the farclip to not follow the players, but stay on the outside range of the skybox. Maybe there is a better way to do this instead of using farclip, but some other feature that helps with optimization and doesn't let players render past the skybox.
0
I have the minimap working perfectly except for the problem with my above comment, and I would prefer if the map rotated around the arrow instead of the arrow rotating in the minimap. Been trying to fix both these issues all day but it is time for sleep.
On the rotating issue, I cannot figure out how to change the rotation point of the dialog image. I can make the image rotate on any single point on the map, but i cant make that center rotation follow my unit.
I was able to make a pretty cool feature where a object thats on the minimap, instead of disappearing from the minimap when i walk too far from the object, its icon will hug/circle the boarder of the minimap. That way i can make my way back to it even when it is out of range.
0
OK, after publishing my map 20x. I have narrowed down an issue i am having. Whenever I add the imported image to the "initi minimap" action, when i try to enter the lobby of my map it just sits at "Streaming Data".
When I test the map through the editor everything works fine.
What is the problem here? Is there additional steps I need to take to use imported images in published maps?
This minimap tutorial as taught me a lot btw.
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Is there a way to add the position of other players units on the map?
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Nevermind i messed some lines up.
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It may not work normally, but the method i came up with works great for the way I'm using it. Where i make a unit stop by setting its speed to 0.
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Hi guys I have been stumped on two matters of identifying players and created units.
I am having players select units from a selection menu, then the units spawn on the map. I then have some variables setup through Triggering Player, when they press a key.
Now i have set up a trigger that is running from Event: Timer - Every 0.05 seconds of Game Time
In this trigger I am having trouble with referencing the variables i set up outside the trigger because Triggering Player is greyed out. So I can't do Variable Name [Triggering Player] == True
The second problem is that in this trigger, I am trying to "Issue Order" for the units that have been created from the selection menu, but I am not sure how to identify the unit created for each player. exp: Order _ to ( Move....
0
Thanks guys. What worked for me was under conditions: I used Unit Property. Current Movement Speed of unit > 0
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I need to make a few triggers that involve the condition if a unit is moving or not moving.
I was looking through the conditions and i cant seem to find one that does this. I dont know if i'm blind or if there is a trick to it.