I am trying to make an ability to move a unit forward. When the unit is selected, and the ability is used, I would like the unit to move forward in the direction he is facing. To make it a bit more complex, I would like the unit to move forward when the hotkey for the ability is pressed down, and stop when it is lifted up.
Any tips for any part of this ability would be appreciated.
I have been trying for about 4 hours to make a simple item that does nothing more than increase armor by 1 when worn. I can not for the life of me get the actor, item, unit, and behavior working together. The tutorials have not been any help. If i can get this first item made i can go from there. Anyone able to lay it down Barny style? Please don't link me the tutorials, I have been through them all.
I have an over the shoulder type view thing going on, with the mouse hidden and not being used. The problem I am coming across, is that the unit being followed by the camera is in the middle of the screen, and almost always has the health bar showing, as if the mouse was hovering over the unit. Is there a way to prevent this from happening (data editor-triggers-etc..)? If at all possible, I would still like to be able to view health bars when hitting the alt button.
I am looking for a way to lock some values for the camera, while allowing others to be changed. I have set up free movement in practically every way, but I would like to "Lock" the following such that players cant go outside certain bounds.
1. The camera should not be able to zoom in or out with the mouse scroll.
2. The pitch should only be limited to looking perfectly horizontal to the ground... and 45 degrees.
Any ideas how i can restrict these 2 in the data editor?
I have looked through the default camera a little without any luck.
Edit: I found the solution to part 1. Still need help with part 2. I set the maximum and minimum depth to the same value.. which locked it at the distance.
CCamera DistanceMax set to 8
CCamera DistanceMin set to 8
Another 3rd person camera problem. I have the camera set up to follow a unit. I even have the WASD controlls set up, and everything is fluid. The only thing I cant find a solution to, is the distance the camera follows the unit at. The camera always looks at the unit, but it doesnt move WITH the unit. So after running around a bit, the unit will be fairly far away from the camera. If i use camera bounds to restrict the camera around a unit, it becomes very jerky. Any sudgestions on how to get the camera to smoothly stay with the unit?
When siege tanks (as well as any long range unit) fires at an enemy while it is in an area covered by thier fog of war, it becomes visable for a brief second to show the attack animation. I am looking for a way to prevent this from happening. It is creating horrible chain reactions in a game i have with lots of long range units.
My unit fires from 100 range which displays its location to the enemy.
The enemy can see my siege tank, so all 5 of his shoot at mine.
All of my siege tanks now see them, which causes mine to unload on them.... etc etc...
Hopefully there is a way in the data editor to do this. The Fog of War Data tab in the Data editor has something called CFoW unhide radius i just found and set to 0. Maby this is my solution. If so, i guess this is a mini tutorial on how to fix this problem. LOL.
Developed a fairly simple game today that is outside of the normal stuff i see on the custom game list.
2-4 players. Each player gets their own base island where scientists spawn.
Siege tanks with range enough to shoot across the map can be created to hit the scientists, or other siege tanks.
Killing these units gets you minerals and gas.
The gas can be spent on upgrades, and the minerals can be spent on anti air weaponry, in either battle cruiser or missile form.
The only unit you control is the flying orbital command center that you can build units with, and upgrade from.
The purpose is to destroy your opponents orbital command center.
The catch is, it is kind of like battleship. You cant see your opponents base, and can only catch glimpses of it using small scans.
The map is generic so far, for i want to finish the coding before i put much effort into it.
It gets fairly epic looking when yer arsenal gets large, and there are dozens of missiles and assault batteries firing across the map at targets.
Anyone interested in helping me test it or give it a go, send me a friend invite in game and ill set it up if I see you online. SC2 user name is Speedo. char code 552
Also, post any comments you have, or any suggestions that may make this more appealing to the masses.
I am interested in creating an attack via triggers. I'm wanting a projectile to be created, move to a target, then disappear.as though it was a projectile being launched from an attacker at a fairly high (hopefully adjustable) speed. I know it is probably simple, but I can't figure out how to create the object and move it to the target. it out after like 4 hours of different tactics. I have a dialog button coordinate attack system that I am building, so all attacks need to be trigger based. Any ideas would be appreciated.
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I am trying to make an ability to move a unit forward. When the unit is selected, and the ability is used, I would like the unit to move forward in the direction he is facing. To make it a bit more complex, I would like the unit to move forward when the hotkey for the ability is pressed down, and stop when it is lifted up.
Any tips for any part of this ability would be appreciated.
0
@DrSuperEvil: Go
No, I haven't seen that one. Thank you so much. I'll take a look at them now and see if they can cure my stupidity.
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I have been trying for about 4 hours to make a simple item that does nothing more than increase armor by 1 when worn. I can not for the life of me get the actor, item, unit, and behavior working together. The tutorials have not been any help. If i can get this first item made i can go from there. Anyone able to lay it down Barny style? Please don't link me the tutorials, I have been through them all.
0
I have an over the shoulder type view thing going on, with the mouse hidden and not being used. The problem I am coming across, is that the unit being followed by the camera is in the middle of the screen, and almost always has the health bar showing, as if the mouse was hovering over the unit. Is there a way to prevent this from happening (data editor-triggers-etc..)? If at all possible, I would still like to be able to view health bars when hitting the alt button.
0
I am looking for a way to lock some values for the camera, while allowing others to be changed. I have set up free movement in practically every way, but I would like to "Lock" the following such that players cant go outside certain bounds.
1. The camera should not be able to zoom in or out with the mouse scroll.
2. The pitch should only be limited to looking perfectly horizontal to the ground... and 45 degrees.
Any ideas how i can restrict these 2 in the data editor? I have looked through the default camera a little without any luck.
Edit: I found the solution to part 1. Still need help with part 2. I set the maximum and minimum depth to the same value.. which locked it at the distance. CCamera DistanceMax set to 8 CCamera DistanceMin set to 8
Camera is permanently at a distance of 8.
0
Another 3rd person camera problem. I have the camera set up to follow a unit. I even have the WASD controlls set up, and everything is fluid. The only thing I cant find a solution to, is the distance the camera follows the unit at. The camera always looks at the unit, but it doesnt move WITH the unit. So after running around a bit, the unit will be fairly far away from the camera. If i use camera bounds to restrict the camera around a unit, it becomes very jerky. Any sudgestions on how to get the camera to smoothly stay with the unit?
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@zeldarules28: Go
None the less, that quick dimmed version of it is what I am trying to prevent.
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@JacobNielsen: Go
It is the siege tank in siege mode. I set the range to 500.
0
When siege tanks (as well as any long range unit) fires at an enemy while it is in an area covered by thier fog of war, it becomes visable for a brief second to show the attack animation. I am looking for a way to prevent this from happening. It is creating horrible chain reactions in a game i have with lots of long range units.
My unit fires from 100 range which displays its location to the enemy. The enemy can see my siege tank, so all 5 of his shoot at mine. All of my siege tanks now see them, which causes mine to unload on them.... etc etc...
Hopefully there is a way in the data editor to do this. The Fog of War Data tab in the Data editor has something called CFoW unhide radius i just found and set to 0. Maby this is my solution. If so, i guess this is a mini tutorial on how to fix this problem. LOL.
0
Developed a fairly simple game today that is outside of the normal stuff i see on the custom game list. 2-4 players. Each player gets their own base island where scientists spawn. Siege tanks with range enough to shoot across the map can be created to hit the scientists, or other siege tanks. Killing these units gets you minerals and gas. The gas can be spent on upgrades, and the minerals can be spent on anti air weaponry, in either battle cruiser or missile form. The only unit you control is the flying orbital command center that you can build units with, and upgrade from. The purpose is to destroy your opponents orbital command center.
The catch is, it is kind of like battleship. You cant see your opponents base, and can only catch glimpses of it using small scans.
The map is generic so far, for i want to finish the coding before i put much effort into it.
It gets fairly epic looking when yer arsenal gets large, and there are dozens of missiles and assault batteries firing across the map at targets.
Anyone interested in helping me test it or give it a go, send me a friend invite in game and ill set it up if I see you online. SC2 user name is Speedo. char code 552
Also, post any comments you have, or any suggestions that may make this more appealing to the masses.
0
I knew it was a simple answer.... tks.... problem solved.
0
I am interested in creating an attack via triggers. I'm wanting a projectile to be created, move to a target, then disappear.as though it was a projectile being launched from an attacker at a fairly high (hopefully adjustable) speed. I know it is probably simple, but I can't figure out how to create the object and move it to the target. it out after like 4 hours of different tactics. I have a dialog button coordinate attack system that I am building, so all attacks need to be trigger based. Any ideas would be appreciated.