Thank you, I like that idea, never thought of it before, I have another idea, I lurked across, and will attempt to get it working, but if all else fails, I will attach them with triggers.
I have one other idea, )post link below), where I can attach "siege turrets" that has a turretZ point (allows rotation), onto my cruiser, make it invisible, and attach whatever "turret" I want onto that Z point.
Then I will see if I can give the attachment a cargo ability, and that will take care of most of my issues, the next thing is making the turret turn with the cam, I used his demo map he provided (which works fine) but my turrets disappear when running it in my map.
@CrusaderHeimdall: Go
(I realize that Crusader doesn't seem to log on anymore, maybe someone else can help... s3rius?)
My turret dissapears when putting it in siege mode, I disabled every trigger in my map, copied yours over, created the tank spawn region, deleted the "create" turrent event from both the seige and non-seige turret actors. I manually set "hero" to a siege tank directly where the camera spawns when the map starts. if I leave the create event alone, the turrets just spin, exactly like your map does when I restore the create event.... (in your map, once I redelete these events everything works as should...)
little help?
(btw, changing the "HeroPosition", doesn't seem to effect the turrets behavior in your map)
Hello forum, I've been lurking for about a week and registered the other day. Time to start contributing. But, in order to do that I ask for some help. Here goes:
Think of halo, where you can get inside a vehicle, one person does the driving, the other person does the turret shooting.
I have a battle cruiser
1 pilot
2 turret gunners.
3 players can enter this cruiser, each pick a spot they want. (first come first serve)
A player may drop at will without causing all other players to be dropped. (using load/unload causes all players to drop..)
(Advanced, not requesting help yet on these, just throwing my complete idea out there)
They may drop at any time, causing "falling" damage, dependent on height
Get camera triggers set up for each position, gun triggers, and flying triggers
My general thought:
create 6 slots
the top 3 correlate to "left turret" "pilot" "right turret"
the bottom 3 fill up as players get into the vehicle
create 6 buttons
the top three are "enter" buttons, for "left turret" "pilot" "right turret"
the bottom 3 will be unload slot buttons with trigger checks to make sure the player is in that slot, and not someone else.
0
Thank you, I like that idea, never thought of it before, I have another idea, I lurked across, and will attempt to get it working, but if all else fails, I will attach them with triggers.
I have one other idea, )post link below), where I can attach "siege turrets" that has a turretZ point (allows rotation), onto my cruiser, make it invisible, and attach whatever "turret" I want onto that Z point.
Then I will see if I can give the attachment a cargo ability, and that will take care of most of my issues, the next thing is making the turret turn with the cam, I used his demo map he provided (which works fine) but my turrets disappear when running it in my map.
http://forums.sc2mapster.com/development/map-development/1941-rotating-a-turret-through-triggers/?post=34
I wrote a short but detailed reply, maybe someone else can reproduce this problem and explain whats wrong.
0
@CrusaderHeimdall: Go (I realize that Crusader doesn't seem to log on anymore, maybe someone else can help... s3rius?)
My turret dissapears when putting it in siege mode, I disabled every trigger in my map, copied yours over, created the tank spawn region, deleted the "create" turrent event from both the seige and non-seige turret actors. I manually set "hero" to a siege tank directly where the camera spawns when the map starts. if I leave the create event alone, the turrets just spin, exactly like your map does when I restore the create event.... (in your map, once I redelete these events everything works as should...)
little help? (btw, changing the "HeroPosition", doesn't seem to effect the turrets behavior in your map)
0
Hello forum, I've been lurking for about a week and registered the other day. Time to start contributing. But, in order to do that I ask for some help. Here goes:
Think of halo, where you can get inside a vehicle, one person does the driving, the other person does the turret shooting.
(Advanced, not requesting help yet on these, just throwing my complete idea out there)
My general thought:
the bottom 3 fill up as players get into the vehicle
the bottom 3 will be unload slot buttons with trigger checks to make sure the player is in that slot, and not someone else.