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!
@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
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)...
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.
@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.
@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
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.
@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.
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?
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 :)
@OneTwoSC 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.
@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, 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 1 month ago
@achmedboy Got it to work with falloff. <3
achmedboy 1 month ago
how to make it 3person camera for all units on a mac?
NewTopGamer 1 month ago
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 5 months ago
@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 1 month ago
@nerfboy1able maybe thats what i did instead of duplicating, thanks :)
Ghilliegrunt 1 month ago
@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
nerfboy1able 1 month ago
This has been flagged as spam show
@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
nerfboy1able 1 month ago
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 6 months ago
@legoman6000 not to mention different terrain height variances messing up the cameras Z offset
legoman6000 6 months ago
@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
TheKeromonster 1 month ago
Awsome but i cant get zera in the trigger @ 2:23 nothings in value
Hi5er9 6 months ago
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 7 months ago
@TacoStanMan Does this actually work? If so that's awesome. I thought it didn't.
OneTwoSC 7 months ago
@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.
TacoStanMan 7 months ago
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
schackmountain 8 months ago
Comment removed
Orbitusx 8 months ago
Could you have allies like npc Zealots that help you fight?
Thunderwolf456 9 months ago
@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
Hi5er9 6 months ago
You can blur distant objects with the camera, but I suppose that is just a visual effect, rather than actual improving performance.
Ardnived 9 months ago
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 9 months ago
@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.
UNCONKABLE 8 months ago
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
Gam3r979 11 months ago
if you give the skybox a passive cloak maybe it wont show for others?
SirIsaacNewbton 1 year ago
@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 1 year ago
@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.
TacoStanMan 10 months ago
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 1 year ago
@smokingcheeba By all means you can do that... it would just involve changing "Yaw" I think...
OneTwoSC 1 year ago
Comment removed
pdf1223 1 year ago
sry for posting last comment twice, I was on gf's account from when she was on my computer before
pdf1223 1 year ago
this was so hard to translate it to german ...^^
LummytheFrog 1 year ago
i cant put the camera at the beginig of the game! how i do that?
MrRuan2000 1 year ago
@MrRuan2000 Not sure what you mean...
OneTwoSC 1 year ago
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 :)
Shaby18 1 year ago
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
aaiirr11 1 year ago
If you give the skybox unit a burrowed flag, it will only be visible for the player you assign the unit to.
mixmaxtwo 1 year ago
@mixmaxtwo Great! Then just make the skybox for each player, not for player 0 as I did it... and give it the burrow flag.
OneTwoSC 1 year ago
This has been flagged as spam show
@OneTwoSC 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.
pdf1223 1 year ago
@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.
jlmaricela 1 year ago
This has been flagged as spam show
@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.
jlmaricela 1 year ago
@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.
pdf1223 1 year ago
thanks for your tutorials, too bad I'm completely incompetent when it comes to making maps
silver639 1 year ago
Uh this hasnt got any comments.
Zickino167 1 year ago
@Zickino167 It's cause everyone's minds are blown like I expected... right?
OneTwoSC 1 year ago
@OneTwoSC I think.
Zickino167 1 year ago
@OneTwoSC
I agree with you.
KaneStaff 1 year ago