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Unit Facing Mouse

05-27-2006, 10:57 PM#1
Thromshall
Hello all. My question is how can i make a unit face the mouse. Like i want to make an fps, but i can't make a strafe because the left and right arrow keys turn the screen. If you have ever played like Hafl-life, Fable, UT, Unreal, or anything like that, you get my drift. I know about trackables and stuff, but they are so complicated, and if that is the only way to do this then i need some1 to explain trackables to me. I only slightly know JASS, because it is so confusing, so could some1 plz help?
05-27-2006, 11:00 PM#2
Tim.
Impossible.
05-27-2006, 11:11 PM#3
Thunder_Eye
It is possible with trackables (though I will be very complicated and take time)
05-27-2006, 11:17 PM#4
iNfraNe
If someone even tries making it it will be very inaccurate, not multiplayer and laggy. So short word: impossible.
05-27-2006, 11:21 PM#5
Thromshall
dont plan to make it multiplayer, just want to see if i can do it lol, and i will make it as accurate as possible.
05-27-2006, 11:25 PM#6
Tim.
You cannot rotate the camera in the way you want if you use Trackables, it is impossible. You can, however, use a hack. The FPSMod is such a hack.
05-27-2006, 11:29 PM#7
Vuen
If this were possible, I would have remade Cannon Fodder a long time ago.

[edit] This thread got me thinking...


What if you made a model that was just a flat square on an animation loop that showed the square for only, say, 5 ms out of every half-second, and you used that as trackables covering the map? The trackables would respond to mouse movement, but they wouldn't interfere with the regular mouse controls. Obviously it would be hell online because of lag, but what about offline? Think it would work?
05-27-2006, 11:40 PM#8
Tim.
Nope, because you can't have 3D with Trackables, once you try to have depth you're screwed.
05-27-2006, 11:42 PM#9
Vuen
It wouldn't work for an FPS, no, but what about something like Cannon Fodder, where you just track the mouse over the terrain?
05-27-2006, 11:42 PM#10
Zoxc
You can only detect when your mouse moves over a trackable not where. So covering a map with an animated trackable is as good as making a timer with 5 ms interval.

Trackable tutorial: http://wc3jass.com/viewtopic.php?t=1997
Trackable demo: http://www.wc3jass.com/files/Bombs.w3x
05-27-2006, 11:44 PM#11
Vuen
Yes that's also obvious. I'm talking about covering the map with many trackables, 512x512 overlapping 1/3 a piece to give a 192x192 resolution by interpolating between them. For a small arcade map it wouldn't be too much overhead.

I've put a huge amount of thought into this and have already fully designed the system, but I quit when I realized I couldn't differentiate between left and right clicks anymore. I just never thought about animating it before.
05-28-2006, 01:00 AM#12
Tim.
I dont see how an animation would help in this case, though.
05-28-2006, 01:01 AM#13
Vuen
It would help because the trackable would only block the screen for a fraction of a second, so it would be nearly unnoticeable.
05-28-2006, 01:04 AM#14
Tim.
But trackables can be invisible..Alpha textures.
05-28-2006, 01:09 AM#15
Vuen
Yes of course. The problem is that even when they are invisible they still track, which means they block right-click orders.

The point is not to temporarily make it visible, it's to temporarily make it track, so that while it's not tracking the game interface works normally.

If you don't believe me try it yourself. Make a trackable and try ordering a unit to move where the trackable is. Nothing happens.