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Resident Evil FPS style

01-19-2006, 11:15 PM#1
ivi4y4_
Some modifications to ants system is..

-Added an active weapon to make it look like someone is holding the gun in fpsview

-Weapon is changeable ...

-Made a jump system using the SPACEBAR

-Customized ant's weapons(BTW- Recoil system is kickass )

-Added a headshot system to the zombies

Now if you want this cancled just say so....

Never got to thank azumerril for modifying the FPScontrol and kattana and stonedstoopid for the EXISTANCE of FPS in warcraft

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Problem

Can you adjust a weapon to face according to the Heighth? The weapons rotate when i look left and right, but not up and down...i dont think its possible.
01-20-2006, 01:09 AM#2
ivi4y4_
I was wondering why all the maps where never in the middle. Also the camera sunk or rose above the floor while running throught the middle...Well i finnaly resolved the problem.

THE HEIGHT VARIABLES
set udg_Height[74]="00000025600256002560025600256002560025600512002560000000000000000000000000000000000000000000000000 0000000000000000000000000000000000000000000000000000000000012000000000000000000000000000000001281000 0000000000000000000000000000000000000000000000000000012810128101281000000128101281000000000000000000 0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000025 60051200256002560025600256002560025600256000000"

The "REAL" terrain is all based on what the coordinants match up to..For this cord, The Y of the map, specifies the height values of the map. From Left to Right...


function Trig_Initialize_Height_Variables_Actions takes nothing returns nothing
set udg_MapWidth = R2I(( GetRectWidthBJ(GetEntireMapRect()) / 128.00 ))
set udg_MapHeight = R2I(( GetRectHeightBJ(GetEntireMapRect()) / 128.00 ))

The The width and heighth of the map along with the tilesset affect the size of movement. in this case the map size is 128,128 so you would want to divide by that number to get average rect.

So the whole map out of the terrain height is really effected by the Height variables. This makes for a more accurate terrain, dealing with slope and such: Physics.
01-20-2006, 05:55 AM#3
Ant
There shouldn't be any problems at all if you create a new height map from your .w3e file. Not sure if you know this already, but the program to extract the height map is W3EReader. Extract the .w3e file from the MPQ, and use it in W3EReader to generate a text file that shows your map height.

For the base system, camera and physics are all affected by the height map. As of now you CAN try to decipher the code and convert everything into GetLocationZ(), although I'm not sure if this is better or worse. I'm still trying, since I still seriously have some issues with the height and camera (that's why I did away with the physics engine in BM Mod 2 template).

Lastly, it's so cool that you're working on something ^^. The headshot system I'm looking to see how it's done.
01-20-2006, 01:14 PM#4
SeruK
I don't get a bump about how you play with this, is it compadible with the 1.20c patch? O_o

And also, I want some friggin screenies! If it's so great I mean.
01-20-2006, 10:12 PM#5
ivi4y4_
Yea i tried reader and it always freezes up.....can you lead me through because im lost andi dont wanna manually adjust the height variables.

O yea and heres a screeny I also have trouble with my space bar...well anyways....The headshot system isnt all that great since the HEADSHOT locator isnt relative ...its all real...So its kinda hard to adjust the locator to the desired height of every unit...Also i just planning this map for fun..I doubt it will be a great success. I really need some help if its gunna get finished..If you want the files just ASK....dont feel like waiting hours for an upload.
Attached Images
File type: jpgweapon2.JPG (67.5 KB)
01-21-2006, 06:11 AM#6
Ant
The reader works fine for me.

Try putting war3map.w3e into the same folder as the reader. The reader should generate variables.txt which is the height map.

1) Using any MPQ extractor (WinMPQ works) open the map and extract war3map.w3e into the folder where W3EReader.exe is located.

2) Open W3EReader.exe

3) Click "Browse" and double click on the desired war3map.w3e

4) Click "Create trigger"

5) Open variables.txt which should be generated. Copy and paste into your map.
01-21-2006, 06:42 PM#7
ivi4y4_
The problem was extracting the files..but i got that thanks..
01-24-2006, 09:33 PM#8
ivi4y4_
UPDATES
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-Added a melee system..which by the way caused some major leakage and ended up freezing wc3 , all fixed now
-Active targeting , renders any object under the riticule the new active target, thus making the headshot setup automatic
-Actually got some scenery going on (the beginning rez area)
-Gravity gun .picks up inanimate objects for concealment (or as you know it, cover) The problem is getting the object to move where ever the riticule is.But wc3 cant read the riticle and i thought that the bloodspawn effects were placed on the riticle location but they werent..so i kinda stuck on moving
an object along the z axis according to the riticle...need help : ( you can still launch the object and adjust the highth,, but its not very smooth
01-25-2006, 04:25 AM#9
Ganon
I haven't tested your modifications yet, but I'm very glad to see that there's still interest in this project. If I set up a wiki and used my FPS documentation as a base for that, would any of you be interested in documenting the FPS mod?
01-25-2006, 10:22 PM#10
ivi4y4_
Id love to document the FPS doc.

The active targeting LAGGSSS the game a load. so i need new methods of real time targeting..

O and its not just me making this map...Its some local friends i have.There are alot more people into FPS mod then you think.
01-26-2006, 12:44 AM#11
Ganon
Sounds good. I will see if I can get the FPS subdomain setup again, and then I'll setup a wiki.
01-28-2006, 06:06 PM#12
ivi4y4_
Heres what i was trying to get at with active targeting. What ever enemy you look at..becomes your target. and since WC3 dosnt read the unit under the riticle without clicking...its hard to determine the enemy..I did get something going on with creating and destroying a group everysecond. But that lagged the game to much..So i just got rid of the Targeting and installed a new one. This one is where you have to right click the enemy to make it your primary target, this makes for headshots only on that unit. I also noticed that you couldnt jump over doodads with the jumping action. So i made my own. Now your capable of jumping over anything you want : )

Now heres the question. DO Pathblockers(Doodads) cause massive lag..? I wouldnt think so as much..It still registers a an object action but has no art..So .yea and i also heard that too much doodads cause some bad lag..and before i dedicate to a certain doodad id like to know how badly it lags it(just path blockers)
01-28-2006, 07:24 PM#13
Ant
I experimented a bit with fake terrain height maps for jumping over obstacles (basically using a height map to say the obstacle was actually a cliff) but it got a little too troublesome and I did away with jumping altogether.

As far as I know, path blockers don't create any more lag than the average doodad.
01-31-2006, 03:27 AM#14
SS3Goku
this is looking really nice, Some more screenshots and maybe a video would be good.
02-10-2006, 03:36 AM#15
ivi4y4_
I have good news and bad news...Good news is, Im done with the first level of the game...Bad news is...Its 30 megs and wc3c only allows for 5 meg uploads..SO i need some ideas or if you want the map sooner, contact me on aim as pirr0 (please post saying your going to get on before doing so)..Til then...theres going to be alot of modding.