| 07-12-2004, 10:40 PM | #31 |
it seems like my copy of the fpsmod is just fucked up. i'm going to redownload it heh |
| 07-16-2004, 04:58 PM | #32 | |
Quote:
Would the language affect the FPS Mod's operability? I recall hearing this before, but that was a long time ago. |
| 07-22-2004, 10:41 PM | #33 |
tsearch doesn't work. I double click it, it loads (there is a magnifying glass in my task bar), but if I try to go to the magnifying glass, it disapears. |
| 07-22-2004, 11:19 PM | #34 |
Did you open the war3.exe? Did you press the magnifying glass to the furthest left? The one with no dots under it? |
| 07-22-2004, 11:41 PM | #35 |
Follow the pictures in my guide. I really don't think that anything can wrong... http://fps.wc3campaigns.com/docs/start.html |
| 07-23-2004, 11:42 AM | #36 |
What I am saying is that tsearch just won't start. Here goes my task bar after I try to start tsearch. If I go near that magnifying glass with my cursor, it simply vanishes. Is there some special way to use tsearch that I missed in the help file? I'll double check. |
| 07-23-2004, 11:19 PM | #37 |
Ok, I have a little problem. I created a MP coop map for this. Its not like you would think, I dont have 2 FPS players. 1 player is your previously created blademaster the other is playing the game like every other war3 map, a commander. So you have a awsome little fighter helping in a regular game based game. Anyway to the point, the second player in the game doesnt have his cursor. Obviously you took the cursor out so that the FPS player wouldnt have a little hand wiggling in his screen. So what and where is this script or trigger or what ever that takes away the hand/cursor. Its not something im in dire need of, just it would be nice to see where your cusor is so that you can click stuff lol. Thx |
| 07-24-2004, 03:32 AM | #38 |
Go to Advanced > Gameplay constants. One of the pink highlighted fields should be something about cursor. Change it back to default or anything you want the cursor to be (I think it's under the Model - Default Cursor or something. It's definately under model). Edit: MY BAD!! IT'S GAME INTERFACE, NOT GAMEPLAY CONSTANTS!! OOPS!! |
| 07-24-2004, 03:48 PM | #39 |
>_< It ALWAYS crashes, no matter what Map I use now! |
| 07-27-2004, 05:26 AM | #40 |
I can't even download the FPScontrol.exe..... :( I click the link but nothing happens. Pop up blocker is off too. |
| 07-28-2004, 11:28 PM | #41 |
how do you make a unit move like it was actually moving like in the mod. I made it so every .1 seconds blademaster moves forward like 50 or sumthin and he looks like a retarded chicken when he moves. How did the dude do it in the mod? |
| 07-28-2004, 11:56 PM | #42 |
I think you have to change the stand animation to the running animation and then add in the stand animation as a different name and use a trigger to manually move him and call on the real stand animation. My issue still stands though - tsearch just doesn't plain work. |
| 07-29-2004, 04:16 AM | #43 |
yeah, um for some reason now we both cant play at the same time. so much for that idea, ill stick to the basic game. |
| 08-14-2004, 12:05 PM | #44 |
Just quickly popping in to answer questions. Star Wars Galaxies has completely sucked me in and between that and work I have no time. Sorry =/. If tsearch doesn't open that means it crashes upon opening, try using just fpscontrol.exe, it does work...some of the time. You can't make a multiplayer map of Any kind using fpscontrol.exe because the "Memory Changes" cause a de-sync as soon as they are activated. Whether or not the second player is also doing fps or not, simply an anti-cheat mechanism used by blizzard (and a very necessary one). For smoother movement the way I did it was using acceleration velocity and friction. I don't suggest doing this for newer coders. The way Ant did this, I think was simply move the unit foreward every .1 seconds while the forward key is pressed (or so I've gotten the impression from the previous post), to make this smooth simply reduce the ammount it moves per .1 second down to something like 10, and you can balance out speed by changing time, and distance a little bit, but as long as you keep time and distance relatively low, it won't look jumpy. The way the firing trigger works is simply, you know all those maps that have infinite spawns of units, you know the ones, periodic timer of 2 seconds, spawn a footman or something. It's exactly that except it's a periodic timer of .5 seconds, and instead of spawning a footman it "calls" the fire function. And you simply turn that trigger on and off (turn the firing/spawning on and off) when the mouse button is pressed down and up. Any more questions please private message, private messaging sends an e-mail to my inbox which gives me a Much higher chance of responding, hehe. =) |
| 10-14-2004, 02:28 AM | #45 |
When I search war3.exe with TSearch it finds nothing. |
