Added: 1 year ago
From: OneTwoSC
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  • Thanks, OneTwo! Question: Is there a trigger command to set fog distance? I would love to trigger different zones with different visibility, and it seems as though fog distance is the only way to manipulate that, but there isn't an action for it. Thanks all!

  • @achmedboy Got it to work with falloff. <3

  • how to make it 3person camera for all units on a mac?

  • hey i need some help for some reason once if copied my probe i go to the actors and it says

    v actors Scv Copy  Scv copy 2 copy Scv copy 3 scv copy copy

    but i only copied it once :(

  • @Ghilliegrunt hey did you duplicate some scv's because if you did then the next time you try to duplicate something always click the actor instead of being like of its already been like that so i dont need to do it again so just to let you know i think thats your prob

  • @nerfboy1able maybe thats what i did instead of duplicating, thanks :)

  • @Ghilliegrunt np dude if you have any other probs well your making a game just ask me because i have been doing this for a while so yeah well np

  • eh, this camera rotation somewhat fails... if it takes your unit more than (for example) 2 seconds to move around am object, then the camera will stay rotated at the view angle of his last facing angle (around 0.9 seconds into him walking around an object)...

  • @legoman6000 not to mention different terrain height variances messing up the cameras Z offset

  • @legoman6000 If you do this:

    Events:Time: Every 0.1 seconds real time

    Actions: Apply camera rotation of (triggering unit) for player x over 0.3 seconds at existing velocity with 4% deceleration

    that solves the turning problem

    To solve the height problem (sometimes it works, not always)

    Events:Time:Every 0.1 seconds real time

    Actions: Apply camera height offset (height of(position of(triggering unit) for player x over 0.3 seconds with 0% deceleration

    Hope this helps

  • Awsome but i cant get zera in the trigger @ 2:23 nothings in value

  • K well I'm sure this is not needed at this point, but there is a flag in the actor "Actor - Filter" which controls the actors visibility. (IE nuke dot). Set that to only the player, and then only the player owning the skybox can see it.

  • @TacoStanMan Does this actually work? If so that's awesome. I thought it didn't.

  • @OneTwoSC Yup, I tested it and it worked, but I did it a little bit differently than you did. Instead of making a unit that follows the "hero", I made a "model addition" actor attached to the hero. This had a couple of flags checked, and I think I altered the actual model a bit too. (Not the file, the model object). Can't remember exactly what I did, but it worked!

    If you want I could try and remember exactly what I did.

  • when i create a revealer for the whole map, all the fog will disappear, even if i use the same fog settings as you oO

  • Comment removed

  • Could you have allies like npc Zealots that help you fight?

  • @Thunderwolf456 Yea it just be a normal unit in the postion that u wanted it in if theres somthin u dont want the npc to fight u can just simply make it the zealots ally

    also iff you want him to follow zeratul cheack out some vids on that i have no idea how

  • You can blur distant objects with the camera, but I suppose that is just a visual effect, rather than actual improving performance.

  • Ok my question is how do you implement this camera movement with W A S D movement, and getting it to work with the Hero Selector movie you made. This has been making my head explode for the past few days trying to figure that out, that and trying to get the hero units to spawn at different points. I'm stumped.

  • @thebaca25 First of all I want to give a HUGE thanks to OneTwoSC for a ton of extremely helpful tutorials. I used a similar WASD system that OneTwoSC used in his WoW Camera and Movement tutorial without the camera portion from there. I then used the camera setup from this tutorial and added the following action to the Unit_Movement trigger: Variable - Set Run_Angle = (Current camera yaw of player 1)

    This allows it to check every .1 seconds as the camera is auto rotating and you are using WASD.

  • I forgot to set the skybox's minimum scale to 0.007 and spent a half an hour trying to figure out why it wouldn't show up. ... Sometimes I wonder :P

  • if you give the skybox a passive cloak maybe it wont show for others?

  • @SirIsaacNewbton I believe if you make it burrowed and cloaked turned on in flags, then make it for each player rather than player 0, it will only show for each player.

  • @OneTwoSC I am for my map making allies, and making them not share vision... I'm not sure if its going to work tho. We will see.

  • Is there any way I could make a trigger that lets you rotate left and right with the arrow keys, similar to the way you had the pitch change trigger set up?

  • @smokingcheeba By all means you can do that... it would just involve changing "Yaw" I think...

  • Comment removed

  • sry for posting last comment twice, I was on gf's account from when she was on my computer before

  • this was so hard to translate it to german ...^^

  • i cant put the camera at the beginig of the game! how i do that?

  • @MrRuan2000 Not sure what you mean...

  • To keep the sky visible, have you tried shrinking the skybox and increasing fog depth. My thinkin is that the skybox would then be closer to the player than the fog. Let me know I dont have sc2... but i wish i did and love making maps :)

  • OneTwo another thing you should do it make to probe (skybox) a flying unit so if a player blinks across unwalkable terrain then it can follow

  • If you give the skybox unit a burrowed flag, it will only be visible for the player you assign the unit to.

  • @mixmaxtwo Great! Then just make the skybox for each player, not for player 0 as I did it... and give it the burrow flag.

  • @mixmaxtwo I suggest a cloaked flag. I checked, and units that can burrow become a different unit when they burrow and the new unit has a cloaked flag in addition to the buried flag. I tried it with just the buried flag with a friend, and we could both still see each other's skybox. The cloaked flag seems to fix the issue. The buried flag most likely applies to how the unit acts and is treated by other units.

  • @mixmaxtwo I suggest a cloaked flag. I checked, and units that can burrow become a different unit when they burrow and the new unit has a cloaked flag in addition to the buried flag. I tried it with just the buried flag with a friend, and we could both still see each other's skybox. The cloaked flag seems to fix the issue. The buried flag most likely applies to how the unit acts and is treated by other units.

  • thanks for your tutorials, too bad I'm completely incompetent when it comes to making maps

  • Uh this hasnt got any comments.

  • @Zickino167 It's cause everyone's minds are blown like I expected... right?

  • @OneTwoSC I think.

  • @OneTwoSC

    I agree with you.

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