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Having trouble?

06-28-2004, 01:56 PM#16
SS3Goku
Well how do you put the engine in a map?
06-28-2004, 04:01 PM#17
TheEpigoni
The custom script section you access by clicking on the "root" area of the triggers, (I couldn't figure this out for a while either). It's the part that's above all the trigger folders.
As for putting the fps mod in a map, read the documentation, there's a full explanation of the whole process. But the basic steps are:
1) Copy the triggers
2) Load the w3e into the reader and put the output into the height map
3) Set the fpsUnit[0] (or something like this, I forget) variable in the init section to the unit you want followed.
06-28-2004, 04:05 PM#18
SS3Goku
I tried but I got errors

P.S. I have known about that custom script area also
06-28-2004, 04:26 PM#19
Ant
Haha thanks I didn't know about the custom script section at all.

What kind of errors did you get? Just go to the FPS Mod map, export the trigger data, and then import the trigger data in the other map.

If you mean the error with firing, just delete the grenade trigger completely. It screws everything up, even without being activated.
06-28-2004, 05:48 PM#20
SS3Goku
No I mean when I go to save the map it says that line ## requested a name and it listed 688 lines.
06-28-2004, 06:01 PM#21
SS3Goku
Ok, I got it to work but when I jump only the camera goes up and the guy just stays there. and were is the code that makes it say "Firing" "Firing Hit!" cause I want to remove that
06-28-2004, 06:06 PM#22
TheEpigoni
If the guy doesn't move, you have to make the unit a flying unit, otherwise changing his fly height won't make a visual difference.
As for firing started, firing finished, that's in the "Fire" trigger, just look for:
call DisplayTextToForce(GetPlayersAll(), "Firing started" )
And comment that line out.
06-28-2004, 07:21 PM#23
SS3Goku
I found it and am making a Star Ship Troopers mod and have completed the training map (well I am still fixing some things up in it but otehr than that it is complete
07-11-2004, 06:25 PM#24
Venim_Iceblade
argg this is probably so obvious but how do you make the firing trigger full auto. i've looked but i can't find anything that would stop it. Also ya could you release a version of the fpscontrol.exe that had the working server client thing? i would use it on my lan. not sure about anywhere else though.
07-11-2004, 10:25 PM#25
SS3Goku
do you mean semi-auto because it is already full auto
07-11-2004, 11:17 PM#26
Black Apostle
On my map I'm making, after I press tab, when I tab into the game it crashes. The same happens when I press tab ingame.
07-11-2004, 11:45 PM#27
Venim_Iceblade
its not full auto by default. and yes i want to make it full auto. its semi auto right now
07-12-2004, 01:46 AM#28
SS3Goku
to Venim_Iceblade: strange, on mine and every one elses it is full-auto by default so I don't know what the problem is.
to Black Apostle: I have noticed with me it has a very low chance of crashing if I open the map in warcraft3 instead of in the world editor so if you haven't been before open it in warcraft3.
07-12-2004, 02:30 AM#29
Black Apostle
Thanks, It worked, but how come when I click it doesn't attack?
07-12-2004, 11:30 AM#30
Ant
Post the map here. There are quite some reasons why clicking won't attack, from those I can explain to those I can't explain but can solve to those I can't solve at all. It may be that the weapon is simply not set to the correct weapon.

A very good trigger to understand is the "Movement" trigger, which contains all the stuff about clicking events.

Also, I've noticed that when the FPS Unit faces certain angles, the map will crash once loaded. Nothing too troublesome though.

I'm not quite sure how full auto works, but it's already there in the FPS map.
To get the FPS map to work:
- Remove the grenade trigger
- Remove anything pertaining to the grenade trigger
- Make sure that the CurrentWeapon (or whatever the weapons variable is called) is equal to 2 (or whatever number the standard gun is).

And that's about it. The firing trigger is basically a trigger that runs and turns on when you click, and turns off when it detects you release the mouse. Semi-auto is the same except it only runs once. Just refer to the Minigames map for if there are some things you aren't very sure about (ignore the bottom few folders for games).

If you need any help, post your map here or something and I'll try to help you if no one else does first.