Just a small bug I've noticed while using Omni, the "while" keyword doesn't get highlighted blue like other control structures.
Crash bug: When you have a category (or a folder) that is already at the bottom of the list (or technically the top of the list), and you attempt to move that folder to the bottom of the list, the Omni editor crashes.
To reproduce this easily, open any map, pick the last folder, and move the mouse until you see the red line at the bottom beneath the folder you selected, click and watch it all burn down.
You should describe how the plugin functionality works, this tool will really take off if the community can contribute to the project via plugins. Some very simple things like how the dll loads the map file would be useful.
Might as well post a list of things I'd like to see changed, because then you know how much I like it :P
The empty space between General/Trigger and the editor environment, you seem to be using it as a stack for potential widgets. That's neat but it'd be great if there was an option to hide it, or fold it like there is with the title over the editor.
Have you considered adding a Data tab to look strictly at the xml?
I've been messing with missiles and missile movers. It's all going fine except for one issue that's arisen: When i'm creating a linear missile (with a point destination and a search area effect to detect for collision) the missile will occasionally go straight through a unit instead of colliding. This usually happens at a certain threshold of speed, with a persistent calling the search area every .01 seconds a missile moving at a max speed of 30 there will always be a "sweet distance" were the missile simply goes straight through instead of colliding with the unit.
If anyone has any idea on how to prevent this (or if I just say to hell with making missiles with the editor) i'd be much obliged.
Yes it works. Event data returned from an event proc will almost always allow you to pick up relevant triggering parties. Whether they be units, players, missiles or what have you. Even if it doesn't seem like a direct relation if it makes sense for you to be able to grab it then you probably can.
your moving it with a trigger. i dont see why a condition would be bad.
I find its good practice to not redo what's already there. I guess i'll look into the reaper's missile mover to see if I can use that instead of the move instantly.
If I use conditions I end up needing 2 checks per loop per .03 seconds.
Ontop of that I would like to refrain from using cliffs as walls just because you can't edit them in-game.
Hey I'm moving units around in a loop with the Move Instantly trigger, however I would like if the unit would naturally collide with cliffs or destructibles. For instance, flying units will collide with the no fly zones if you're moving them in this fashion (they actually just kind of try to push themselves around them since they're circular). Is there anyway to accomplish this with Move Instantly? Or am I stuck using a different way to push units around in order to obtain naturally collisions (without trigger checks in the loop).
That would prevent me from using the motion phases of the missiles mover wouldn't it? (the move instantly anyway), I'm not sure about just ordering the missile to move either, I think you need some kind of launch effect proc unless you make a custom unit and do it the old wc3 way. I want to avoid doing it the old way though, in favor of just using the missiles mover.
Hey all, I'm trying to figure out how to launch a missile without the need of a weapon or ability. I tried creating the (launch missile) effect via triggers but to no avail, I was wondering if anyone had any insights on the matter.
I didn't add any meshes (and if I did it was unintentional). I simply installed the scripts/plugin in the respective folders. Put them in the start-up so they would just load. then I went to utilities/MAXscript/m3-importer. I used an MPQ editor to remove Marine.m3, I imported that, then the very next thing I did was utilities/Maxscript/m3-exporter and attempted to export it just to see if the plugin was functioning.
The import works fine, but the export gives me the error. Do you think I should try 2009?
Hey, i'm trying to use the 3ds max importer/exporter plugin. When I extract a model from the mpq and import it, it works just fine. But when I try to export it, either after saving or immediately after importing, I get an "unknown error."
I'm a trial version of 3ds max 2012 if that helps at all. The end call right now is just to get the plugin working...
I threw together a simplistic sandbox map for anyone who isn't themselves capable and would like to just fool around with units for a while in a marginally fast fashion.
If anyone really cares that much i'll make a youtube video on how to use it, I rather doubt that would be needed.
On a side-note, if anyone would mind telling me why the upgrade trigger favors player 1 specifically and only, that'd be swell. It's 5:30 am here so i'm just going to bed. Haven't tried it online so I suspect its an issue with how the game keeps claiming i'm using cheats.
0
Just a small bug I've noticed while using Omni, the "while" keyword doesn't get highlighted blue like other control structures.
Crash bug: When you have a category (or a folder) that is already at the bottom of the list (or technically the top of the list), and you attempt to move that folder to the bottom of the list, the Omni editor crashes.
To reproduce this easily, open any map, pick the last folder, and move the mouse until you see the red line at the bottom beneath the folder you selected, click and watch it all burn down.
0
You should describe how the plugin functionality works, this tool will really take off if the community can contribute to the project via plugins. Some very simple things like how the dll loads the map file would be useful.
Might as well post a list of things I'd like to see changed, because then you know how much I like it :P
0
I've been messing with missiles and missile movers. It's all going fine except for one issue that's arisen: When i'm creating a linear missile (with a point destination and a search area effect to detect for collision) the missile will occasionally go straight through a unit instead of colliding. This usually happens at a certain threshold of speed, with a persistent calling the search area every .01 seconds a missile moving at a max speed of 30 there will always be a "sweet distance" were the missile simply goes straight through instead of colliding with the unit.
If anyone has any idea on how to prevent this (or if I just say to hell with making missiles with the editor) i'd be much obliged.
0
Yes it works. Event data returned from an event proc will almost always allow you to pick up relevant triggering parties. Whether they be units, players, missiles or what have you. Even if it doesn't seem like a direct relation if it makes sense for you to be able to grab it then you probably can.
0
I find its good practice to not redo what's already there. I guess i'll look into the reaper's missile mover to see if I can use that instead of the move instantly.
If I use conditions I end up needing 2 checks per loop per .03 seconds.
Ontop of that I would like to refrain from using cliffs as walls just because you can't edit them in-game.
0
That's handling detection via triggers, precisely what I don't want to do. I want the engine to handle it on its own.
0
Hey I'm moving units around in a loop with the Move Instantly trigger, however I would like if the unit would naturally collide with cliffs or destructibles. For instance, flying units will collide with the no fly zones if you're moving them in this fashion (they actually just kind of try to push themselves around them since they're circular). Is there anyway to accomplish this with Move Instantly? Or am I stuck using a different way to push units around in order to obtain naturally collisions (without trigger checks in the loop).
0
That would prevent me from using the motion phases of the missiles mover wouldn't it? (the move instantly anyway), I'm not sure about just ordering the missile to move either, I think you need some kind of launch effect proc unless you make a custom unit and do it the old wc3 way. I want to avoid doing it the old way though, in favor of just using the missiles mover.
0
Hey all, I'm trying to figure out how to launch a missile without the need of a weapon or ability. I tried creating the (launch missile) effect via triggers but to no avail, I was wondering if anyone had any insights on the matter.
0
I didn't add any meshes (and if I did it was unintentional). I simply installed the scripts/plugin in the respective folders. Put them in the start-up so they would just load. then I went to utilities/MAXscript/m3-importer. I used an MPQ editor to remove Marine.m3, I imported that, then the very next thing I did was utilities/Maxscript/m3-exporter and attempted to export it just to see if the plugin was functioning.
The import works fine, but the export gives me the error. Do you think I should try 2009?
0
Hey, i'm trying to use the 3ds max importer/exporter plugin. When I extract a model from the mpq and import it, it works just fine. But when I try to export it, either after saving or immediately after importing, I get an "unknown error."
I'm a trial version of 3ds max 2012 if that helps at all. The end call right now is just to get the plugin working...
0
I threw together a simplistic sandbox map for anyone who isn't themselves capable and would like to just fool around with units for a while in a marginally fast fashion.
If anyone really cares that much i'll make a youtube video on how to use it, I rather doubt that would be needed.
On a side-note, if anyone would mind telling me why the upgrade trigger favors player 1 specifically and only, that'd be swell. It's 5:30 am here so i'm just going to bed. Haven't tried it online so I suspect its an issue with how the game keeps claiming i'm using cheats.