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    posted a message on Force 3d portraits

    @b0ne123: Go

    in the model i have nothing in the image but it shows a red text message where the 2d model won't render since there's no 2d image.

    Posted in: Data
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    posted a message on Asking for a simple shooting system for a TPS.

    @AtikLYar: Go

    You shouldn't really need a traceline with this method. All you really need it to have the abiltiy able to target a point and in order target using ability function just set the point with polar offset with what ever distance you want.

    from my experience you can't set the missile move too quick like past 15 or the persistent search area will skip over areas and miss the search.

    Posted in: Triggers
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    posted a message on Asking for a simple shooting system for a TPS.

    @AtikLYar: Go

    Yes you can you can also make the behavior search for flying units or change the flying unit pathing plane to ground. either way works

    this means u can have the fly unit's height like 13 but still hit it even tho the projectile doesn't seem to hit it.

    Posted in: Triggers
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    posted a message on Asking for a simple shooting system for a TPS.

    @AtikLYar: Go

    It won't it will just go over a terrian unless u place valiators to be the same cliff level and it will destory itself. Its basically placing a persistent behavior on a unit that searches the area for any targets. You launch the missile with the ability or my ordering the target to use the ability at a point. Then the behavior will do its job. Only problem is it won't target flying units, only ground units and its not as dynamic as a real traceline. This is all done in the data editor. It won't do any 3d collosion just 2d collosion. Kinda like what you see in battlefield:egypt. You won't be able to shoot at units on a cliff unless your on the same cliff level.

    Posted in: Triggers
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    posted a message on Force 3d portraits

    Is there some way to force 3d portraits even when they have 2d option on? I know its possible cuz I had 2d portraits off in options but was still able to see 3d portraits on my screen.

    Posted in: Data
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    posted a message on Asking for a simple shooting system for a TPS.

    @EdwardSolomon: Go

    And accusing me of calling you an idiot since I was just simply stating that your traceline doesn't fit the 'simple' aspect that the OP needs. This doesn't have to turn into an argument. A 'simple' traceline would be that TPS traceline library. Which what I recommended him to start with. That is the down right basic traceline possible and for him to make his own traceline out of your image is very unlikely when he doesn't even understand the library sample. I only hinted on certain aspects because its just food for thought. I won't right out a complex guide unless he really really wants to make it. You don't have to go down low and call me a troll or lack of knowledge when we are just discussing. This isn't middle school. We are just discussing calm down. I am neither of those just watch my vids on StrikeCraft, I worked with tracelines for 6+ months, even created a traceline for grenades which can bounce off walls and replicate what you would see in a real fps. I am not a noob at this stuff.

    You never stated anywhere that you were going to use these variables for other instances in your system. Reason why I thought the periodic event is useless. Remember the topic is about just applying a hit on a target with a traceline not about other things running in the background that you might have unless you state otherwise. Since the OP wanted just a 'simple' traceline it would be better to just have 1 trigger. This goes back to the Z and C variables where if I didn't know you'd use these variables for other triggers I would deem them useless in my point of view as I have no use of these variables anyway in my system because I do not need to use C for my hit/miss system.

    As for the OP, I've already explained the basics of the traceline. You do not need to right a guide for him if its just a simple number he didn't change which is most likely what has happened here. If all he really did was use the TPS library and didn't change anything in the triggers. Then he didn't add a custom value for the units on the map. So that is why possiblity he can't hit any targets because there is no height to them.

    Posted in: Triggers
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    posted a message on Asking for a simple shooting system for a TPS.

    @AtikLYar: Go

    Then its not about the traceline its more about the map and what you did to it. Did you set a custom value to the target you are using for its height? That is prob your main problem. And I don't remember what he uses to filter the search so you might wanta check if your units are within that filter, whether they are allied or not.

    @EdwardSolomon: Go

    If i understood ur traceline correctly. You could first have the event as a mouse click event instead of looping. Why are you looping for no reason when he isn't shooting.

    C and Z are useless variables. You could have instead used one integer and use the function for each integer and be done with it. Without doing all this if c =z or if c < N. Once the integer reaches the end you can just use if target = no unit. And if target = any unit then stop the function and create the effect on the target. Makes all those calculations useless. You have somewhat similar but you have extra if thens for the C and Z. You could just compare it with the int that u used for the for each integer.

    UG - Unless you are making a spell that does the effect in a line, it would only be useful for having this but again it would create tons of lag if you have 100 units in front of you and more better if just use the data editor for this search. Should just use closest unit in region. Will still do the same job for ur tick mark system.

    Unitfound - why not just use if closest unit in region =/ no unit instead create a variable just for this. save space

    This should all be 1 trigger, it seems you divided this into 2 seperate triggers.

    Its also not only about CPU issues, its about if this is every possible once you had a ton other things into the map. If you have a looping trigger where you dont' actually need one its just inefficent triggering 101. Also having it possible to run it online with 14+ players. That is the perfect traceline. If your using this loop solely just for single player use then whatever.

    There is also a 'second' way of making a traceline. It uses the angle of the targets angle of the player to determine if they are within range. Basically get the angle of every unit from the unit to the player's unit and from the player's yaw compare that and see if it matches. Its much much much less cpu heavy and doesn't require all this search radius stuff. Just a little nipit :).

    Posted in: Triggers
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    posted a message on Asking for a simple shooting system for a TPS.

    @EdwardSolomon: Go

    to be honest ur traceline is very cp heavy due to it being a looping trigger with a bunch of calculations. You should instead be using for every mouse clicked event to start it off. No reason to have a looping traaceline. It has too many vaariables and theirs a much simpler triggering format to get the same and even better effect.

    @AtikLYar: Go

    I would start off by looking at the TPS engine in the trigger library. That is where I started my traceline. Try to understand that first before you go make your very own traceline. My current traceline from StrikeCraft currently includes many variables. Detects any ground height, detects if theres a ground height in front of you so you can't shoot across it, 3d projectile collosion in space, accuarcy which gives some randomness, recoil, range. Then on top of that creating a system for the weapons themselves such as zoom amount, bullets per shot, attack speed, max spread on crosshairs, aim amount, ammo, max spread while hip firing, ammo tracking for items dropped, auto pick up system. I had to figure an effective and easy way to create a cover system that didn't require too many variables and messy if then statements. Inorder to that point I had to go thur tons of traceline experiments and tons of reorganizing and trashing of older systems. This is complex stuff. If you want to go the full 9 yards your also gunna have to worry about making a traceline for grenades with the bounce effect.

    Now dont' be scared.

    There are couple shortcuts/complex ways of making a traceline. If you don't want a complex traceline that doesn't include the accuarcy x and y with the dynamic moving crosshairs. I'd recommend do this with trigger and data based. For example, order the unit to attack the unit when the traceline finds a unit. Then the data has validators which stop the unit from attacking so you only attack him once. This is a more easier approach where you can just change a few numbers in the data and ur good to go. Have the weapons as items but have them equip the weapon if they carry them so their weapon changes with it therefore the effect of the attack aswell. But the problem here is that its messy when it comes to 3d projectile and having effects and explosives to hit the ground if you miss due to the fact that you have to create another system that focuses on that.

    If you want a complex traceline like mine. I use effects at point and unit to create those explosions at the ground and air. Your going to need algorthirms. I use the data only for making effects, actors and items. But again its pretty tough to make a true replica fps system from an rts system. I too am still working out the kinks but its pretty dam close atm. I do accuarcy a bit differently then the post above. I try to replicate a real life traceline so there would be an X accuarcy in degrees which will force the traceline in a random degree starting direction. Then I have a random real which adds to my comparing condition. The Y is related to the crosshair and so is the X, so all I need to change is the crosshair and it also changes the X and Y. So less mess and work.

    Overall, if you want to make a traceline try to make it with the minimal amount of variables needed and try not to make it too complex then it needs to be. Reason why I tend to build the system really messy and over time I trim the fat off it and get it really clean. unless you plan to make this single player but in my case I plan to have this traceline run for 14 players so I can't have that amount of freedom.

    Start with the TPS library traceline, thats where I learned how to make a good traceline. That traceline isn't the best but it will do for now. Some things you'd like to know is that it seraches like from 1 to 100 so there are 100 circles with a fixed radius that seraches units in a line with the direction of the camera from the player's unit. That is the most important thing about that traceline. Then when it finds a target it compares its custom value which is what the creator sets that units height as. Using this he compares it with the function of the angle of tangent with the camera to determine if its within range. if it is its a hit and set the target as that unit.

    Basically, its a line which seraches for dots. In an rts stand point, its easier to make a game with dots instead of rag dolls. The rts system places models for these dots which is what you see. But looking inside the game itself, they are all basically flats dots on a flat 2d plane with a radius.

    If you still need help we can talk on skype/vent just pm me

    Posted in: Triggers
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    posted a message on Turn off heightning

    When a flying unit goes over for a example a cliff or vice versa, its height automatic changes. Is there a way to turn this off? I want it to stay its flying height without changing if it goes over lower or higher terrian. If not ill have to do a workaround with triggers. =(

    Posted in: Data
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    posted a message on Requesting Data editor Tutor!

    if you have skype ill walk you thur it pm me if interested

    Posted in: General Chat
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    posted a message on Inventory with morph

    Not sure if anyone has tried this but if a unit has some items already in his inventory and he morphs into a new unit will he keep his orginal inventory? Also if i set the unit as a variable will he still be set as the same unit if i reference him with that variable when he has already morphed?

    Posted in: Data
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    posted a message on F.E.A.R - Goddamn Disgusting or Goddamn Scary?

    @lolzguy: Go

    like taking a turd

    Posted in: Off-Topic
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    posted a message on Functions don't like local or global variables?

    I have 2 condition definations, one checks whether the point is in the region the other checks whether the returned value from 'point is in the region' is no region or is a region. if its a region it will return the value of the region that I've set, if its no region then it returns a value of .0001. I've narrowed the problem down to the first condition defination where it checks if the point is in region.

    For each integer (TmpInt) from 0 to Total Amount of Regions with incements of 1

    If the point(parameter) is in region(TmpInt)

    return region(TmpInt)

    else

    return no region

    return no region

    So basically it doesn't seem to return the region(TmpInt) correctly. It only returns region(0) but if i place a raw number like return region(4) it works. I've tried global variables and local and it doesn't want to return that region(tmpInt). Only if I do... if thens for every region(0) to say region (11) then it will work perfectly. So it see there's some glitch where it doesn't like to return that tmpint variable.

    Any solutions?

    Posted in: Triggers
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    posted a message on Region with point

    oh i've experienced out of array errors related to my algorthirm and im trying to trim down the amount of if thens I have atm.

    Posted in: Galaxy Scripting
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