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Kaliron's Darkest Hour - RPG

08-24-2003, 12:01 PM#31
Pen²
If you think so. ...
The problem is not the number of doodads you see, but the camera position and the range-clipping.

For example in Legacies, you don't really have much doodads like bushes; only trees and no cliffs. But you only have 15 or 17 fps. Well that's enough for playing, but it really sucks if every 3 seconds the screen stops for a short time, because the Ram is overloaded. The only way to stop that is to shorten the clipping-range, but this will also decrease your sight.

Btw: What will be the camera? Third person fixed, third person rotatable or standart view? If it is the standart way, all the bushes will be nearly useless, because they are just some thin lines from above ;) ...

Will there be preset characters? (Sometimes better for the story, but worse for the replayability)
08-24-2003, 02:14 PM#32
DaKaN
If people will not complain about it, im going to use a smoothed rotating camera based on ordered angle of momement (that way when your are fighting your camera doesnt go wild)

The angle of attackwill be slightly lower than normal game play, The camera looks fine.

Also about the doodads yet again... I know how FPS works with the number of polies, and ram useage n stuff, also that wc3 uses swapfile space with yr harddrive. Also that "lag pause" you experience in legacies is most likely due to unit spawn, if you spawn more than about 10-15 units at a time, the game starts having slight pauses (you might have noticed this with AoS's that spawned all thier units at the same time)

I also would say at any given moment, there is no more than 150-200 doodads on the screen at a time. I am telling you, there is not alot of those shrubs, they just look like there is alot more than thier are. Dont worry, The map will not be bogged with lag :)

--------------------------------------------------------------

We will have about 10 heroes, and 3 secret heroes (We will give hints as how to unlock the hidden heroes) Each hero is just a class type. If the players wanted, everybody could be the same hero type. The story is linear, the path is somewhat linear (zones will have dungeons and caves). There will be 25-30 side quests that you can do for various rewards. There will be close to 10 main quests that must be completed to beat the map.
08-24-2003, 02:33 PM#33
Pen²
Hmm, I don't really like those auto-rotate-cameras.

It simply sucks if you are a supportive hero and have to heal or use inner fire, etc. at ur party members that are behind you ...

I would highly recommend a camera that is freely rotatable with the arrow keys (Well that's the main idea behind that event. ;) ) like in Neverwinter Nights or Dungeon Siege!

Well I had some problems with those triggers too, because there aren't really actions to rotate the camera from the point u are atm.
Well somehow I made it. If you want me I can post the triggers here. (You need more triggers than you think for that!)
08-24-2003, 02:48 PM#34
DaKaN
see thats what this camera prevents. The angle only changes if you issue a move order, not attack or cast a spell. It has its disavanatges.

But the arrow keys for moving the rotation is a good idea heh
08-24-2003, 03:25 PM#35
Gozai
Quote:
Originally posted by Pen²
If you think so. ...
I do, since I tested it

Quote:
If it is the standart way, all the bushes will be nearly useless, because they are just some thin lines from above ;) ...

Ehm...if you think so. What you mean is Shrub. But try to add only a single shrub doodad at a trees base and it will look much more natural.
08-24-2003, 03:33 PM#36
Pen²
The problem of your auto-rotation: The sight will be near your hero (It must be, or these new trees of tft [which you placed very often ...] will block your sight).
The problem of the auto rotation near the hero is the fact, that you can't see what is behind you without moving your hero!
Maybe one of your party-members is running away. You want to heal him, but he is allready out of your sight.
Now you must move some steps back so the camera turns around; but u can't, because the camera is too narrow, so you have to walk a circle. The camera is confused and rotates like mad ...


Well, to insert the arrow-key control, you can't use the "rotate around point" command, because it stops locking the camera; so you have to make some more triggers:

(Note: I post the 'non-array' version of these triggers, because It's really hard to get how the triggers are linked with the arrays, if you didn't triggered them yourself ...)

Simply copy and paste them into your map ... ;)

Note: It's required, that the camera is allready locked

-----------------------------------

Following variables used:
camera - 'P1camera' (I mean a variable 'camera', not the cameras placed with the 'camera' layer!)
Boolean - 'P1cameraleft'
Boolean - 'P1cameraright'
Boolean - 'P1camerazoomin' (This can be left out, if you dont want this feature)
Boolean - 'P1camerazoomout' (dito)

Also, there are 5 equal variables per player with 'P2', 'P3', etc. ...


These varialbes must be set before importing the triggers, or you have to replace them manually and that means useless additional work ... ;)

Quote:
"Camera Boolean right"

function Trig_Camera_Boolean_right_Func001C takes nothing returns boolean
if ( not ( GetTriggerPlayer() == Player(0) ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Boolean_right_Func002C takes nothing returns boolean
if ( not ( GetTriggerPlayer() == Player(1) ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Boolean_right_Func003C takes nothing returns boolean
if ( not ( GetTriggerPlayer() == Player(2) ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Boolean_right_Func004C takes nothing returns boolean
if ( not ( GetTriggerPlayer() == Player(3) ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Boolean_right_Func005C takes nothing returns boolean
if ( not ( GetTriggerPlayer() == Player(4) ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Boolean_right_Func006C takes nothing returns boolean
if ( not ( GetTriggerPlayer() == Player(5) ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Boolean_right_Actions takes nothing returns nothing
if ( Trig_Camera_Boolean_right_Func001C() ) then
set udg_P1CameraRight = true
else
endif
if ( Trig_Camera_Boolean_right_Func002C() ) then
set udg_P2CameraRight = true
else
endif
if ( Trig_Camera_Boolean_right_Func003C() ) then
set udg_P3CameraRight = true
else
endif
if ( Trig_Camera_Boolean_right_Func004C() ) then
set udg_P4CameraRight = true
else
endif
if ( Trig_Camera_Boolean_right_Func005C() ) then
set udg_P5CameraRight = true
else
endif
if ( Trig_Camera_Boolean_right_Func006C() ) then
set udg_P6CameraRight = true
else
endif
endfunction

//===========================================================================
function InitTrig_Camera_Boolean_right takes nothing returns nothing
set gg_trg_Camera_Boolean_right = CreateTrigger( )
call DisableTrigger( gg_trg_Camera_Boolean_right )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_Camera_Boolean_right, Player(0), bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_LEFT )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_Camera_Boolean_right, Player(1), bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_LEFT )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_Camera_Boolean_right, Player(2), bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_LEFT )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_Camera_Boolean_right, Player(3), bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_LEFT )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_Camera_Boolean_right, Player(4), bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_LEFT )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_Camera_Boolean_right, Player(5), bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_LEFT )
call TriggerAddAction( gg_trg_Camera_Boolean_right, function Trig_Camera_Boolean_right_Actions )
endfunction

Quote:
"Camera Boolean Left"

function Trig_Camera_Boolean_left_Func001C takes nothing returns boolean
if ( not ( GetTriggerPlayer() == Player(0) ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Boolean_left_Func002C takes nothing returns boolean
if ( not ( GetTriggerPlayer() == Player(1) ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Boolean_left_Func003C takes nothing returns boolean
if ( not ( GetTriggerPlayer() == Player(2) ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Boolean_left_Func004C takes nothing returns boolean
if ( not ( GetTriggerPlayer() == Player(3) ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Boolean_left_Func005C takes nothing returns boolean
if ( not ( GetTriggerPlayer() == Player(4) ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Boolean_left_Func006C takes nothing returns boolean
if ( not ( GetTriggerPlayer() == Player(5) ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Boolean_left_Actions takes nothing returns nothing
if ( Trig_Camera_Boolean_left_Func001C() ) then
set udg_P1CameraLeft = true
else
endif
if ( Trig_Camera_Boolean_left_Func002C() ) then
set udg_P2CameraLeft = true
else
endif
if ( Trig_Camera_Boolean_left_Func003C() ) then
set udg_P3CameraLeft = true
else
endif
if ( Trig_Camera_Boolean_left_Func004C() ) then
set udg_P4CameraLeft = true
else
endif
if ( Trig_Camera_Boolean_left_Func005C() ) then
set udg_P5CameraLeft = true
else
endif
if ( Trig_Camera_Boolean_left_Func006C() ) then
set udg_P6CameraLeft = true
else
endif
endfunction

//===========================================================================
function InitTrig_Camera_Boolean_left takes nothing returns nothing
set gg_trg_Camera_Boolean_left = CreateTrigger( )
call DisableTrigger( gg_trg_Camera_Boolean_left )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_Camera_Boolean_left, Player(0), bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_RIGHT )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_Camera_Boolean_left, Player(1), bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_RIGHT )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_Camera_Boolean_left, Player(2), bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_RIGHT )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_Camera_Boolean_left, Player(3), bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_RIGHT )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_Camera_Boolean_left, Player(4), bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_RIGHT )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_Camera_Boolean_left, Player(5), bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_RIGHT )
call TriggerAddAction( gg_trg_Camera_Boolean_left, function Trig_Camera_Boolean_left_Actions )
endfunction

Quote:
"Camera Boolean up"

function Trig_Camera_Boolean_up_Func001C takes nothing returns boolean
if ( not ( GetTriggerPlayer() == Player(0) ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Boolean_up_Func002C takes nothing returns boolean
if ( not ( GetTriggerPlayer() == Player(1) ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Boolean_up_Func003C takes nothing returns boolean
if ( not ( GetTriggerPlayer() == Player(2) ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Boolean_up_Func004C takes nothing returns boolean
if ( not ( GetTriggerPlayer() == Player(3) ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Boolean_up_Func005C takes nothing returns boolean
if ( not ( GetTriggerPlayer() == Player(4) ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Boolean_up_Func006C takes nothing returns boolean
if ( not ( GetTriggerPlayer() == Player(5) ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Boolean_up_Actions takes nothing returns nothing
if ( Trig_Camera_Boolean_up_Func001C() ) then
set udg_P1CameraZoomIn = true
else
endif
if ( Trig_Camera_Boolean_up_Func002C() ) then
set udg_P2CameraZoomIn = true
else
endif
if ( Trig_Camera_Boolean_up_Func003C() ) then
set udg_P3CameraZoomIn = true
else
endif
if ( Trig_Camera_Boolean_up_Func004C() ) then
set udg_P4CameraZoomIn = true
else
endif
if ( Trig_Camera_Boolean_up_Func005C() ) then
set udg_P5CameraZoomIn = true
else
endif
if ( Trig_Camera_Boolean_up_Func006C() ) then
set udg_P6CameraZoomIn = true
else
endif
endfunction

//===========================================================================
function InitTrig_Camera_Boolean_up takes nothing returns nothing
set gg_trg_Camera_Boolean_up = CreateTrigger( )
call DisableTrigger( gg_trg_Camera_Boolean_up )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_Camera_Boolean_up, Player(0), bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_UP )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_Camera_Boolean_up, Player(1), bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_UP )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_Camera_Boolean_up, Player(2), bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_UP )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_Camera_Boolean_up, Player(3), bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_UP )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_Camera_Boolean_up, Player(4), bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_UP )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_Camera_Boolean_up, Player(5), bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_UP )
call TriggerAddAction( gg_trg_Camera_Boolean_up, function Trig_Camera_Boolean_up_Actions )
endfunction

Quote:
[i]"Camera Boolean down"[i]

function Trig_Camera_Boolean_down_Func001C takes nothing returns boolean
if ( not ( GetTriggerPlayer() == Player(0) ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Boolean_down_Func002C takes nothing returns boolean
if ( not ( GetTriggerPlayer() == Player(1) ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Boolean_down_Func003C takes nothing returns boolean
if ( not ( GetTriggerPlayer() == Player(2) ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Boolean_down_Func004C takes nothing returns boolean
if ( not ( GetTriggerPlayer() == Player(3) ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Boolean_down_Func005C takes nothing returns boolean
if ( not ( GetTriggerPlayer() == Player(4) ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Boolean_down_Func006C takes nothing returns boolean
if ( not ( GetTriggerPlayer() == Player(5) ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Boolean_down_Actions takes nothing returns nothing
if ( Trig_Camera_Boolean_down_Func001C() ) then
set udg_P1CameraZoomOut = true
else
endif
if ( Trig_Camera_Boolean_down_Func002C() ) then
set udg_P2CameraZoomOut = true
else
endif
if ( Trig_Camera_Boolean_down_Func003C() ) then
set udg_P3CameraZoomOut = true
else
endif
if ( Trig_Camera_Boolean_down_Func004C() ) then
set udg_P4CameraZoomOut = true
else
endif
if ( Trig_Camera_Boolean_down_Func005C() ) then
set udg_P5CameraZoomOut = true
else
endif
if ( Trig_Camera_Boolean_down_Func006C() ) then
set udg_P6CameraZoomOut = true
else
endif
endfunction

//===========================================================================
function InitTrig_Camera_Boolean_down takes nothing returns nothing
set gg_trg_Camera_Boolean_down = CreateTrigger( )
call DisableTrigger( gg_trg_Camera_Boolean_down )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_Camera_Boolean_down, Player(0), bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_DOWN )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_Camera_Boolean_down, Player(1), bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_DOWN )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_Camera_Boolean_down, Player(2), bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_DOWN )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_Camera_Boolean_down, Player(3), bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_DOWN )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_Camera_Boolean_down, Player(4), bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_DOWN )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_Camera_Boolean_down, Player(5), bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_DOWN )
call TriggerAddAction( gg_trg_Camera_Boolean_down, function Trig_Camera_Boolean_down_Actions )
endfunction

Edit: Some of the variables were wrong. Now they are correct.
08-24-2003, 03:37 PM#37
Pen²
This Trigger is too long for one post; I splitted it into two quotes!

Quote:
"Camera"

function Trig_Camera_Func001001 takes nothing returns boolean
return ( GetCameraField(CAMERA_FIELD_TARGET_DISTANCE) >= 650.00 )
endfunction

function Trig_Camera_Func003Func003001 takes nothing returns boolean
return ( R2I(CameraSetupGetFieldSwap(CAMERA_FIELD_ROTATION, udg_P1Camera)) >= 360 )
endfunction

function Trig_Camera_Func003C takes nothing returns boolean
if ( not ( udg_P1CameraRight == true ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Func004Func003001 takes nothing returns boolean
return ( R2I(CameraSetupGetFieldSwap(CAMERA_FIELD_ROTATION, udg_P2Camera)) >= 360 )
endfunction

function Trig_Camera_Func004C takes nothing returns boolean
if ( not ( udg_P2CameraRight == true ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Func005Func003001 takes nothing returns boolean
return ( R2I(CameraSetupGetFieldSwap(CAMERA_FIELD_ROTATION, udg_P3Camera)) >= 360 )
endfunction

function Trig_Camera_Func005C takes nothing returns boolean
if ( not ( udg_P3CameraRight == true ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Func006Func003001 takes nothing returns boolean
return ( R2I(CameraSetupGetFieldSwap(CAMERA_FIELD_ROTATION, udg_P4Camera)) >= 360 )
endfunction

function Trig_Camera_Func006C takes nothing returns boolean
if ( not ( udg_P4CameraRight == true ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Func007Func003001 takes nothing returns boolean
return ( R2I(CameraSetupGetFieldSwap(CAMERA_FIELD_ROTATION, udg_P5Camera)) >= 360 )
endfunction

function Trig_Camera_Func007C takes nothing returns boolean
if ( not ( udg_P5CameraRight == true ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Func008Func003001 takes nothing returns boolean
return ( R2I(CameraSetupGetFieldSwap(CAMERA_FIELD_ROTATION, udg_P6Camera)) >= 360 )
endfunction

function Trig_Camera_Func008C takes nothing returns boolean
if ( not ( udg_P6CameraRight == true ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Func010Func002001 takes nothing returns boolean
return ( R2I(CameraSetupGetFieldSwap(CAMERA_FIELD_ROTATION, udg_P1Camera)) <= 0 )
endfunction

function Trig_Camera_Func010C takes nothing returns boolean
if ( not ( udg_P1CameraLeft == true ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Func011Func002001 takes nothing returns boolean
return ( R2I(CameraSetupGetFieldSwap(CAMERA_FIELD_ROTATION, udg_P2Camera)) <= 0 )
endfunction

function Trig_Camera_Func011C takes nothing returns boolean
if ( not ( udg_P2CameraLeft == true ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Func012Func002001 takes nothing returns boolean
return ( R2I(CameraSetupGetFieldSwap(CAMERA_FIELD_ROTATION, udg_P3Camera)) <= 0 )
endfunction

function Trig_Camera_Func012C takes nothing returns boolean
if ( not ( udg_P3CameraLeft == true ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Func013Func002001 takes nothing returns boolean
return ( R2I(CameraSetupGetFieldSwap(CAMERA_FIELD_ROTATION, udg_P4Camera)) <= 0 )
endfunction

function Trig_Camera_Func013C takes nothing returns boolean
if ( not ( udg_P4CameraLeft == true ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Func014Func002001 takes nothing returns boolean
return ( R2I(CameraSetupGetFieldSwap(CAMERA_FIELD_ROTATION, udg_P5Camera)) <= 0 )
endfunction

function Trig_Camera_Func014C takes nothing returns boolean
if ( not ( udg_P5CameraLeft == true ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Func015Func002001 takes nothing returns boolean
return ( R2I(CameraSetupGetFieldSwap(CAMERA_FIELD_ROTATION, udg_P6Camera)) <= 0 )
endfunction

function Trig_Camera_Func015C takes nothing returns boolean
if ( not ( udg_P6CameraLeft == true ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Func017Func002001 takes nothing returns boolean
return ( R2I(CameraSetupGetFieldSwap(CAMERA_FIELD_TARGET_DISTANCE, udg_P1Camera)) <= 350 )
endfunction

function Trig_Camera_Func017C takes nothing returns boolean
if ( not ( udg_P1CameraZoomIn == true ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Func018Func002001 takes nothing returns boolean
return ( R2I(CameraSetupGetFieldSwap(CAMERA_FIELD_TARGET_DISTANCE, udg_P2Camera)) <= 350 )
endfunction

function Trig_Camera_Func018C takes nothing returns boolean
if ( not ( udg_P2CameraZoomIn == true ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Func019Func002001 takes nothing returns boolean
return ( R2I(CameraSetupGetFieldSwap(CAMERA_FIELD_TARGET_DISTANCE, udg_P3Camera)) <= 350 )
endfunction

function Trig_Camera_Func019C takes nothing returns boolean
if ( not ( udg_P3CameraZoomIn == true ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Func020Func002001 takes nothing returns boolean
return ( R2I(CameraSetupGetFieldSwap(CAMERA_FIELD_TARGET_DISTANCE, udg_P4Camera)) <= 350 )
endfunction

function Trig_Camera_Func020C takes nothing returns boolean
if ( not ( udg_P4CameraZoomIn == true ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Func021Func002001 takes nothing returns boolean
return ( R2I(CameraSetupGetFieldSwap(CAMERA_FIELD_TARGET_DISTANCE, udg_P5Camera)) <= 350 )
endfunction

function Trig_Camera_Func021C takes nothing returns boolean
if ( not ( udg_P5CameraZoomIn == true ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Func022Func002001 takes nothing returns boolean
return ( R2I(CameraSetupGetFieldSwap(CAMERA_FIELD_TARGET_DISTANCE, udg_P6Camera)) <= 350 )
endfunction

function Trig_Camera_Func022C takes nothing returns boolean
if ( not ( udg_P6CameraZoomIn == true ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Func024Func002001 takes nothing returns boolean
return ( R2I(CameraSetupGetFieldSwap(CAMERA_FIELD_TARGET_DISTANCE, udg_P1Camera)) >= 600 )
endfunction

function Trig_Camera_Func024C takes nothing returns boolean
if ( not ( udg_P1CameraZoomOut == true ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Func025Func002001 takes nothing returns boolean
return ( R2I(CameraSetupGetFieldSwap(CAMERA_FIELD_TARGET_DISTANCE, udg_P2Camera)) >= 600 )
endfunction

function Trig_Camera_Func025C takes nothing returns boolean
if ( not ( udg_P2CameraZoomOut == true ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Func026Func002001 takes nothing returns boolean
return ( R2I(CameraSetupGetFieldSwap(CAMERA_FIELD_TARGET_DISTANCE, udg_P3Camera)) >= 600 )
endfunction

function Trig_Camera_Func026C takes nothing returns boolean
if ( not ( udg_P3CameraZoomOut == true ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Func027Func002001 takes nothing returns boolean
return ( R2I(CameraSetupGetFieldSwap(CAMERA_FIELD_TARGET_DISTANCE, udg_P4Camera)) >= 600 )
endfunction

function Trig_Camera_Func027C takes nothing returns boolean
if ( not ( udg_P4CameraZoomOut == true ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Func028Func002001 takes nothing returns boolean
return ( R2I(CameraSetupGetFieldSwap(CAMERA_FIELD_TARGET_DISTANCE, udg_P5Camera)) >= 600 )
endfunction

function Trig_Camera_Func028C takes nothing returns boolean
if ( not ( udg_P5CameraZoomOut == true ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Func029Func002001 takes nothing returns boolean
return ( R2I(CameraSetupGetFieldSwap(CAMERA_FIELD_TARGET_DISTANCE, udg_P6Camera)) >= 600 )
endfunction

function Trig_Camera_Func029C takes nothing returns boolean
if ( not ( udg_P6CameraZoomOut == true ) ) then
return false
endif
return true
endfunction

function Trig_Camera_Actions takes nothing returns nothing
if ( Trig_Camera_Func001001() ) then
call CameraSetupApplyForPlayer( false, gg_cam_Hero_Cam_01, GetTriggerPlayer(), 0 )
else
call DoNothing( )
endif
// rotate right
if ( Trig_Camera_Func003C() ) then
set udg_P1Camera = GetCurrentCameraSetup()
if ( Trig_Camera_Func003Func003001() ) then
call SetCameraFieldForPlayer( Player(0), CAMERA_FIELD_ROTATION, 10.00, 0.10 )
else
call SetCameraFieldForPlayer( Player(0), CAMERA_FIELD_ROTATION, ( CameraSetupGetFieldSwap(CAMERA_FIELD_ROTATION, udg_P1Camera) + 10.00 ), 0.10 )
endif
else
endif
if ( Trig_Camera_Func004C() ) then
set udg_P2Camera = GetCurrentCameraSetup()
if ( Trig_Camera_Func004Func003001() ) then
call SetCameraFieldForPlayer( Player(1), CAMERA_FIELD_ROTATION, 10.00, 0.10 )
else
call SetCameraFieldForPlayer( Player(1), CAMERA_FIELD_ROTATION, ( CameraSetupGetFieldSwap(CAMERA_FIELD_ROTATION, udg_P2Camera) + 10.00 ), 0.10 )
endif
else
endif
if ( Trig_Camera_Func005C() ) then
set udg_P3Camera = GetCurrentCameraSetup()
if ( Trig_Camera_Func005Func003001() ) then
call SetCameraFieldForPlayer( Player(2), CAMERA_FIELD_ROTATION, 10.00, 0.10 )
else
call SetCameraFieldForPlayer( Player(2), CAMERA_FIELD_ROTATION, ( CameraSetupGetFieldSwap(CAMERA_FIELD_ROTATION, udg_P3Camera) + 10.00 ), 0.10 )
endif
else
endif
if ( Trig_Camera_Func006C() ) then
set udg_P4Camera = GetCurrentCameraSetup()
if ( Trig_Camera_Func006Func003001() ) then
call SetCameraFieldForPlayer( Player(3), CAMERA_FIELD_ROTATION, 10.00, 0.10 )
else
call SetCameraFieldForPlayer( Player(3), CAMERA_FIELD_ROTATION, ( CameraSetupGetFieldSwap(CAMERA_FIELD_ROTATION, udg_P4Camera) + 10.00 ), 0.10 )
endif
else
endif
if ( Trig_Camera_Func007C() ) then
set udg_P5Camera = GetCurrentCameraSetup()
if ( Trig_Camera_Func007Func003001() ) then
call SetCameraFieldForPlayer( Player(4), CAMERA_FIELD_ROTATION, 10.00, 0.10 )
else
call SetCameraFieldForPlayer( Player(4), CAMERA_FIELD_ROTATION, ( CameraSetupGetFieldSwap(CAMERA_FIELD_ROTATION, udg_P5Camera) + 10.00 ), 0.10 )
endif
else
endif
if ( Trig_Camera_Func008C() ) then
set udg_P6Camera = GetCurrentCameraSetup()
if ( Trig_Camera_Func008Func003001() ) then
call SetCameraFieldForPlayer( Player(5), CAMERA_FIELD_ROTATION, 10.00, 0.10 )
else
call SetCameraFieldForPlayer( Player(5), CAMERA_FIELD_ROTATION, ( CameraSetupGetFieldSwap(CAMERA_FIELD_ROTATION, udg_P6Camera) + 10.00 ), 0.10 )
endif
else
endif
// rotate left
if ( Trig_Camera_Func010C() ) then
set udg_P1Camera = GetCurrentCameraSetup()
if ( Trig_Camera_Func010Func002001() ) then
call SetCameraFieldForPlayer( Player(0), CAMERA_FIELD_ROTATION, 350.00, 0.10 )
else
call SetCameraFieldForPlayer( Player(0), CAMERA_FIELD_ROTATION, ( CameraSetupGetFieldSwap(CAMERA_FIELD_ROTATION, udg_P1Camera) - 10.00 ), 0.10 )
endif
else
endif
if ( Trig_Camera_Func011C() ) then
set udg_P2Camera = GetCurrentCameraSetup()
if ( Trig_Camera_Func011Func002001() ) then
call SetCameraFieldForPlayer( Player(1), CAMERA_FIELD_ROTATION, 350.00, 0.10 )
else
call SetCameraFieldForPlayer( Player(1), CAMERA_FIELD_ROTATION, ( CameraSetupGetFieldSwap(CAMERA_FIELD_ROTATION, udg_P2Camera) - 10.00 ), 0.10 )
endif
else
endif
08-24-2003, 03:43 PM#38
Pen²
Quote:
"Camera" (This is the rest of the trigger; simply copy!

if ( Trig_Camera_Func012C() ) then
set udg_P3Camera = GetCurrentCameraSetup()
if ( Trig_Camera_Func012Func002001() ) then
call SetCameraFieldForPlayer( Player(2), CAMERA_FIELD_ROTATION, 350.00, 0.10 )
else
call SetCameraFieldForPlayer( Player(2), CAMERA_FIELD_ROTATION, ( CameraSetupGetFieldSwap(CAMERA_FIELD_ROTATION, udg_P3Camera) - 10.00 ), 0.10 )
endif
else
endif
if ( Trig_Camera_Func013C() ) then
set udg_P4Camera = GetCurrentCameraSetup()
if ( Trig_Camera_Func013Func002001() ) then
call SetCameraFieldForPlayer( Player(3), CAMERA_FIELD_ROTATION, 350.00, 0.10 )
else
call SetCameraFieldForPlayer( Player(3), CAMERA_FIELD_ROTATION, ( CameraSetupGetFieldSwap(CAMERA_FIELD_ROTATION, udg_P4Camera) - 10.00 ), 0.10 )
endif
else
endif
if ( Trig_Camera_Func014C() ) then
set udg_P5Camera = GetCurrentCameraSetup()
if ( Trig_Camera_Func014Func002001() ) then
call SetCameraFieldForPlayer( Player(4), CAMERA_FIELD_ROTATION, 350.00, 0.10 )
else
call SetCameraFieldForPlayer( Player(4), CAMERA_FIELD_ROTATION, ( CameraSetupGetFieldSwap(CAMERA_FIELD_ROTATION, udg_P5Camera) - 10.00 ), 0.10 )
endif
else
endif
if ( Trig_Camera_Func015C() ) then
set udg_P6Camera = GetCurrentCameraSetup()
if ( Trig_Camera_Func015Func002001() ) then
call SetCameraFieldForPlayer( Player(5), CAMERA_FIELD_ROTATION, 350.00, 0.10 )
else
call SetCameraFieldForPlayer( Player(5), CAMERA_FIELD_ROTATION, ( CameraSetupGetFieldSwap(CAMERA_FIELD_ROTATION, udg_P6Camera) - 10.00 ), 0.10 )
endif
else
endif
// zoom in
if ( Trig_Camera_Func017C() ) then
set udg_P1Camera = GetCurrentCameraSetup()
if ( Trig_Camera_Func017Func002001() ) then
call DoNothing( )
else
call SetCameraFieldForPlayer( Player(0), CAMERA_FIELD_TARGET_DISTANCE, ( CameraSetupGetFieldSwap(CAMERA_FIELD_TARGET_DISTANCE, udg_P1Camera) - 40.00 ), 0.10 )
endif
else
endif
if ( Trig_Camera_Func018C() ) then
set udg_P2Camera = GetCurrentCameraSetup()
if ( Trig_Camera_Func018Func002001() ) then
call DoNothing( )
else
call SetCameraFieldForPlayer( Player(1), CAMERA_FIELD_TARGET_DISTANCE, ( CameraSetupGetFieldSwap(CAMERA_FIELD_TARGET_DISTANCE, udg_P2Camera) - 40.00 ), 0.10 )
endif
else
endif
if ( Trig_Camera_Func019C() ) then
set udg_P3Camera = GetCurrentCameraSetup()
if ( Trig_Camera_Func019Func002001() ) then
call DoNothing( )
else
call SetCameraFieldForPlayer( Player(2), CAMERA_FIELD_TARGET_DISTANCE, ( CameraSetupGetFieldSwap(CAMERA_FIELD_TARGET_DISTANCE, udg_P3Camera) - 40.00 ), 0.10 )
endif
else
endif
if ( Trig_Camera_Func020C() ) then
set udg_P4Camera = GetCurrentCameraSetup()
if ( Trig_Camera_Func020Func002001() ) then
call DoNothing( )
else
call SetCameraFieldForPlayer( Player(3), CAMERA_FIELD_TARGET_DISTANCE, ( CameraSetupGetFieldSwap(CAMERA_FIELD_TARGET_DISTANCE, udg_P4Camera) - 40.00 ), 0.10 )
endif
else
endif
if ( Trig_Camera_Func021C() ) then
set udg_P5Camera = GetCurrentCameraSetup()
if ( Trig_Camera_Func021Func002001() ) then
call DoNothing( )
else
call SetCameraFieldForPlayer( Player(4), CAMERA_FIELD_TARGET_DISTANCE, ( CameraSetupGetFieldSwap(CAMERA_FIELD_TARGET_DISTANCE, udg_P5Camera) - 40.00 ), 0.10 )
endif
else
endif
if ( Trig_Camera_Func022C() ) then
set udg_P6Camera = GetCurrentCameraSetup()
if ( Trig_Camera_Func022Func002001() ) then
call DoNothing( )
else
call SetCameraFieldForPlayer( Player(5), CAMERA_FIELD_TARGET_DISTANCE, ( CameraSetupGetFieldSwap(CAMERA_FIELD_TARGET_DISTANCE, udg_P6Camera) - 40.00 ), 0.10 )
endif
else
endif
// zoom out
if ( Trig_Camera_Func024C() ) then
set udg_P1Camera = GetCurrentCameraSetup()
if ( Trig_Camera_Func024Func002001() ) then
call DoNothing( )
else
call SetCameraFieldForPlayer( Player(0), CAMERA_FIELD_TARGET_DISTANCE, ( CameraSetupGetFieldSwap(CAMERA_FIELD_TARGET_DISTANCE, udg_P1Camera) + 40.00 ), 0.10 )
endif
else
endif
if ( Trig_Camera_Func025C() ) then
set udg_P2Camera = GetCurrentCameraSetup()
if ( Trig_Camera_Func025Func002001() ) then
call DoNothing( )
else
call SetCameraFieldForPlayer( Player(1), CAMERA_FIELD_TARGET_DISTANCE, ( CameraSetupGetFieldSwap(CAMERA_FIELD_TARGET_DISTANCE, udg_P2Camera) + 40.00 ), 0.10 )
endif
else
endif
if ( Trig_Camera_Func026C() ) then
set udg_P3Camera = GetCurrentCameraSetup()
if ( Trig_Camera_Func026Func002001() ) then
call DoNothing( )
else
call SetCameraFieldForPlayer( Player(2), CAMERA_FIELD_TARGET_DISTANCE, ( CameraSetupGetFieldSwap(CAMERA_FIELD_TARGET_DISTANCE, udg_P3Camera) + 40.00 ), 0.10 )
endif
else
endif
if ( Trig_Camera_Func027C() ) then
set udg_P4Camera = GetCurrentCameraSetup()
if ( Trig_Camera_Func027Func002001() ) then
call DoNothing( )
else
call SetCameraFieldForPlayer( Player(3), CAMERA_FIELD_TARGET_DISTANCE, ( CameraSetupGetFieldSwap(CAMERA_FIELD_TARGET_DISTANCE, udg_P4Camera) + 40.00 ), 0.10 )
endif
else
endif
if ( Trig_Camera_Func028C() ) then
set udg_P5Camera = GetCurrentCameraSetup()
if ( Trig_Camera_Func028Func002001() ) then
call DoNothing( )
else
call SetCameraFieldForPlayer( Player(4), CAMERA_FIELD_TARGET_DISTANCE, ( CameraSetupGetFieldSwap(CAMERA_FIELD_TARGET_DISTANCE, udg_P5Camera) + 40.00 ), 0.10 )
endif
else
endif
if ( Trig_Camera_Func029C() ) then
set udg_P6Camera = GetCurrentCameraSetup()
if ( Trig_Camera_Func029Func002001() ) then
call DoNothing( )
else
call SetCameraFieldForPlayer( Player(5), CAMERA_FIELD_TARGET_DISTANCE, ( CameraSetupGetFieldSwap(CAMERA_FIELD_TARGET_DISTANCE, udg_P6Camera) + 40.00 ), 0.10 )
endif
else
endif
endfunction

//===========================================================================
function InitTrig_Camera takes nothing returns nothing
set gg_trg_Camera = CreateTrigger( )
call DisableTrigger( gg_trg_Camera )
call TriggerRegisterTimerEventPeriodic( gg_trg_Camera, 0.10 )
call TriggerAddAction( gg_trg_Camera, function Trig_Camera_Actions )
endfunction

Quote:
"P1 Camera stop"

function Trig_P1_Camera_stop_Actions takes nothing returns nothing
set udg_P1CameraRight = false
set udg_P1CameraLeft = false
set udg_P1CameraZoomIn = false
set udg_P1CameraZoomOut = false
endfunction

//===========================================================================
function InitTrig_P1_Camera_stop takes nothing returns nothing
set gg_trg_P1_Camera_stop = CreateTrigger( )
call DisableTrigger( gg_trg_P1_Camera_stop )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_P1_Camera_stop, Player(0), bj_KEYEVENTTYPE_RELEASE, bj_KEYEVENTKEY_RIGHT )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_P1_Camera_stop, Player(0), bj_KEYEVENTTYPE_RELEASE, bj_KEYEVENTKEY_LEFT )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_P1_Camera_stop, Player(0), bj_KEYEVENTTYPE_RELEASE, bj_KEYEVENTKEY_UP )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_P1_Camera_stop, Player(0), bj_KEYEVENTTYPE_RELEASE, bj_KEYEVENTKEY_DOWN )
call TriggerAddAction( gg_trg_P1_Camera_stop, function Trig_P1_Camera_stop_Actions )
endfunction

Quote:
"P2 Camera stop"

function Trig_P2_Camera_stop_Actions takes nothing returns nothing
set udg_P2CameraRight = false
set udg_P2CameraLeft = false
set udg_P2CameraZoomIn = false
set udg_P2CameraZoomOut = false
endfunction

//===========================================================================
function InitTrig_P2_Camera_stop takes nothing returns nothing
set gg_trg_P2_Camera_stop = CreateTrigger( )
call DisableTrigger( gg_trg_P2_Camera_stop )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_P2_Camera_stop, Player(1), bj_KEYEVENTTYPE_RELEASE, bj_KEYEVENTKEY_RIGHT )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_P2_Camera_stop, Player(1), bj_KEYEVENTTYPE_RELEASE, bj_KEYEVENTKEY_LEFT )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_P2_Camera_stop, Player(1), bj_KEYEVENTTYPE_RELEASE, bj_KEYEVENTKEY_UP )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_P2_Camera_stop, Player(1), bj_KEYEVENTTYPE_RELEASE, bj_KEYEVENTKEY_DOWN )
call TriggerAddAction( gg_trg_P2_Camera_stop, function Trig_P2_Camera_stop_Actions )
endfunction

Quote:
"P3 Camera Stop"

function Trig_P3_Camera_stop_Actions takes nothing returns nothing
set udg_P3CameraRight = false
set udg_P3CameraLeft = false
set udg_P3CameraZoomIn = false
set udg_P3CameraZoomOut = false
endfunction

//===========================================================================
function InitTrig_P3_Camera_stop takes nothing returns nothing
set gg_trg_P3_Camera_stop = CreateTrigger( )
call DisableTrigger( gg_trg_P3_Camera_stop )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_P3_Camera_stop, Player(2), bj_KEYEVENTTYPE_RELEASE, bj_KEYEVENTKEY_RIGHT )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_P3_Camera_stop, Player(2), bj_KEYEVENTTYPE_RELEASE, bj_KEYEVENTKEY_LEFT )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_P3_Camera_stop, Player(2), bj_KEYEVENTTYPE_RELEASE, bj_KEYEVENTKEY_UP )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_P3_Camera_stop, Player(2), bj_KEYEVENTTYPE_RELEASE, bj_KEYEVENTKEY_DOWN )
call TriggerAddAction( gg_trg_P3_Camera_stop, function Trig_P3_Camera_stop_Actions )
endfunction

Quote:
"P4 Camera stop"

function Trig_P4_Camera_stop_Actions takes nothing returns nothing
set udg_P4CameraRight = false
set udg_P4CameraLeft = false
set udg_P4CameraZoomIn = false
set udg_P4CameraZoomOut = false
endfunction

//===========================================================================
function InitTrig_P4_Camera_stop takes nothing returns nothing
set gg_trg_P4_Camera_stop = CreateTrigger( )
call DisableTrigger( gg_trg_P4_Camera_stop )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_P4_Camera_stop, Player(3), bj_KEYEVENTTYPE_RELEASE, bj_KEYEVENTKEY_RIGHT )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_P4_Camera_stop, Player(3), bj_KEYEVENTTYPE_RELEASE, bj_KEYEVENTKEY_LEFT )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_P4_Camera_stop, Player(3), bj_KEYEVENTTYPE_RELEASE, bj_KEYEVENTKEY_UP )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_P4_Camera_stop, Player(3), bj_KEYEVENTTYPE_RELEASE, bj_KEYEVENTKEY_DOWN )
call TriggerAddAction( gg_trg_P4_Camera_stop, function Trig_P4_Camera_stop_Actions )
endfunction

Quote:
"P5 Camera stop"

function Trig_P5_Camera_stop_Actions takes nothing returns nothing
set udg_P5CameraRight = false
set udg_P5CameraLeft = false
set udg_P5CameraZoomIn = false
set udg_P5CameraZoomOut = false
endfunction

//===========================================================================
function InitTrig_P5_Camera_stop takes nothing returns nothing
set gg_trg_P5_Camera_stop = CreateTrigger( )
call DisableTrigger( gg_trg_P5_Camera_stop )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_P5_Camera_stop, Player(4), bj_KEYEVENTTYPE_RELEASE, bj_KEYEVENTKEY_RIGHT )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_P5_Camera_stop, Player(4), bj_KEYEVENTTYPE_RELEASE, bj_KEYEVENTKEY_LEFT )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_P5_Camera_stop, Player(4), bj_KEYEVENTTYPE_RELEASE, bj_KEYEVENTKEY_UP )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_P5_Camera_stop, Player(4), bj_KEYEVENTTYPE_RELEASE, bj_KEYEVENTKEY_DOWN )
call TriggerAddAction( gg_trg_P5_Camera_stop, function Trig_P5_Camera_stop_Actions )
endfunction

Quote:
"P6 Camera stop"

function Trig_P6_Camera_stop_Actions takes nothing returns nothing
set udg_P6CameraRight = false
set udg_P6CameraLeft = false
set udg_P6CameraZoomIn = false
set udg_P6CameraZoomOut = false
endfunction

//===========================================================================
function InitTrig_P6_Camera_stop takes nothing returns nothing
set gg_trg_P6_Camera_stop = CreateTrigger( )
call DisableTrigger( gg_trg_P6_Camera_stop )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_P6_Camera_stop, Player(5), bj_KEYEVENTTYPE_RELEASE, bj_KEYEVENTKEY_RIGHT )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_P6_Camera_stop, Player(5), bj_KEYEVENTTYPE_RELEASE, bj_KEYEVENTKEY_LEFT )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_P6_Camera_stop, Player(5), bj_KEYEVENTTYPE_RELEASE, bj_KEYEVENTKEY_UP )
call TriggerRegisterPlayerKeyEventBJ( gg_trg_P6_Camera_stop, Player(5), bj_KEYEVENTTYPE_RELEASE, bj_KEYEVENTKEY_DOWN )
call TriggerAddAction( gg_trg_P6_Camera_stop, function Trig_P6_Camera_stop_Actions )
endfunction


That's everything for now. If you called the triggers and variables in the right way, you should be able to zoom in and out and rotate the camera with the arrow keys.

Well; Don't think it's spamming, what I do here; I only wanted that the designers of a pretty map like that don't waste time with creating the triggers one after one ...
In this way you only select and press ctrl+c and you get it ... :D
08-24-2003, 04:16 PM#39
Magias
Woooahhhh....thats alot of text.

Screenshots: AWESOME!
Game: Never played it, but I WILL NOW!
08-29-2003, 09:40 PM#40
FM_Osiris
That looks very nice. And lag pause in legacies isn't from unit spawns, theyre all taken care of at map init, then they only respawn as you kill stuff off, it's most likely from the close in camera, to my knowledge war3 doesn't like looking at stuff up close.:bgrun: At any rate, looks like this will be a great game, need more of those
08-30-2003, 03:18 AM#41
l]arkOne
Number of doodads isnt important during game(it is at loading). This is the number of poly which is important. Shrub have something like 5 poly with lot of alpha as dakan said. If you look at the desert, you will see theres almost nothing except nice raise/lower + rock tileset effect.

Sure this wont take 2 years to make since you already have all story/quest idea. You also implent feature already in TKoD.

Hey pen², dont you think your open rpg battle system would be good in this map?

Advice to Dakan, Make this project look different than defend ithanne project with DK. Both are alike right now.
08-30-2003, 03:40 AM#42
JaNa
Those terrians are great! How do you do it0_o I'm probaly one of the worst alone working map makers there can be. Terrian I can do ok if I'm actually concentrating on it. Triggers. omg after seeing all that text of triggers I feel like a complete nub to triggers. Skinning, Won't work for me some reason:nono: Spell editing---ok. Dunno why i'm posting my crappy skills. Main thing is GL and keep up the good work!
08-30-2003, 04:35 AM#43
DaKaN
Quote:
Originally posted by l]arkOne
Advice to Dakan, Make this project look different than defend ithanne project with DK. Both are alike right now.

Not at all, the only thing that is similar is the stat system, which i just edited a tad to fit better into DK's map

DK's map is more of a herosiege / aos

this is a full RPG with alot of features that will not be seen in the DK map (cuz they just dont fit there)

Here are some planned features:
-1 weapon, armor, accessory per hero
-Useage of weapons and armor is restricted to Strn, Agil, or Intel (or a mix of them)
-Item crafting, take a certin non magic item, add 3 ingredients, and make a brand new item
-Item Upgrades, take a existing item and take it to a smith to have him upgrade its damage output, or armor
-Many many many side quests
-Unique boss battles that require skill to defeat, not just hack and slash
-Stunning terrain :P

Lots of other things, but i just dont have the time to type it all up
08-30-2003, 06:44 AM#44
FyreDaug
Item crafting? :\ *is reminded of Dark Crescent*

Terrain looks good though, how's DC's terrain coming?
08-30-2003, 07:15 AM#45
Pen²
Quote:
Originally posted by Dakan
Here are some planned features:
-1 weapon, armor, accessory per hero
-Useage of weapons and armor is restricted to Strn, Agil, or Intel (or a mix of them)
-Item crafting, take a certin non magic item, add 3 ingredients, and make a brand new item
-Item Upgrades, take a existing item and take it to a smith to have him upgrade its damage output, or armor
-Many many many side quests
-Unique boss battles that require skill to defeat, not just hack and slash
-Stunning terrain :P

Lots of other things, but i just dont have the time to type it all up [/b]
Hmm, but make it so players can have more than one weapon in the inventory, but only one item at the same time works.
Well this is easily with some average trigger-skills done. To prevent the second weapon in the inventory from giving the magical bonus to your hero, simply make 'no ability'-items and add those item-abilites by triggers (I guess there were a 'learn ability' somewhere in the action list ... :D ).
The item handling in Legacies is frustrating, so allow the players to have more than one item of the same type equipped!

The idea using agility for armors is bad. Don't forget agility is increasing your attack speed!