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  • Using components for movement is common knowledge, please go ahead! Learnt it back in high school physics.

    I'm sure I added arrow keys to Just Drift at some point... I guess that isn't the latest version after all. I stopped working on that probably about a year ago.

    Arrow keys don't really work well in that map, with the delay it's impossible to perform well on the harder tracks. Mouse clicks = precision!
    Never ended up getting it to a releasable state ;P

    Here's possibly the latest version: http://www.hiveworkshop.com/forums/pastebin.php?id=d9atlw

    After using various ways of doing movement over the years, I think that the method I use (components) is actually much easier.

    Here's how it works:
    Instead of a velocity variable and an angle variable, you have two velocity variables:
    velocity x and velocity y
    I'll call them:
    dx
    dy
    (d = delta, meaning the change in x/y)

    Every tick:
    car x = car x + dx
    car y = car y + dy

    When you accelerate, you simply change dx/dy based on acceleration and angle:
    dx = dx + acceleration * cos(angle)
    dy = dy + acceleration * sin(angle)

    You can do the same for braking by simply having a negative acceleration.

    What I also like to do is include "drag", basically slowing down the car based on how fast it's going.
    Every tick:
    dx = dx * 0.9
    dy = dy * 0.9

    This, along with acceleration, gives your cars a built-in top speed.

    But what you really should do... is include gear changing as well :D
    Yep, it does indeed work, and it's pretty good!

    BTW, did you ever see my map Just Drift (aka Ice Race)? It has systems similar to this.

    Movement:
    While accelerating, you gain velocity in the facing direction. So if you turn, you start to drift because your current velocity is maintained. I added the idea of tires and friction by making different friction factors based on the angle between your facing and your movement.

    Collision:
    Can't remember exactly how I did it in this one, but probably just a looping acceleration of some sort.
    hehe, indeed.

    Internet was ridiculously slow a few weeks ago so I stopped by and saw a mapping contest, which is something that can be done with slow internet. Quite fun to map again :)
    Ехеее, къде се губиш? Какво да става, бачкам по картата, която между другото получи Director's cut. Може да играем някой път ако искаш? ^^
    Happy Birthday!



    <span style="font-size: 12px">Here is a cake.</span>

    . . . . ., . ., . ., . .,. . . . .
    . . .__|__|__|__|__ . . .
    . . .|~~::~~~::~~| . . .
    . . .|~!!~~...~~!!~| . . .
    . . .|<(><)^(><)>| . . .
    . . .|}{}{}{}{}{}{}{| . . .
    _____________________
    Did you remove the vertices of the weapon? :eekani: I think this is what you need to do. Forget about editing the texture in this case. Here deleting the geoset is called for. The easiest way is to remove the weapon in MDLVIS (just google it) and save the model. I think the weapon and Ogre's body use the same material so you shouldn't delete the material. :wink: The tutorial you linked me isn't the best way to do this. Removing the vertices of the weapon solves your problem and also doesn't require importing an additional texture. The way shown in the tutorial only makes things more complicated and increases the filesize of the map/campaign for no reason. :vw_sad:
    Srry, but i'm not taking contracts and such anymore, and besides this i can't atm. My notebook crushed and i don't have WC3 on my Pc and can't find the CDs of it yet (my entire work has come to a hold for now) :vw_sad: You can easily remove the sounds yourself. All you need to do is open the desired model in Magos (Wacr3 Model Editor) and then go to Node Manager. There you'll find the sounds as eent objects on the bottom of the window that will pop up. It will have bones, helper objects, event objects etc. The sounds are event objects (they have acamera symbol) and their names will mainly begin with SND. :wink:
    ----------
    The Hive's Breakdancer
    ----------
    Not the only one anymore. :D
    do you have a bboy.org acc any way?:O
    азбрафияш еч ем пмоли ад т адднъ ф вриендз :д инаеч им дзта балрги ф тоиа саид
    In such cases, you'd need to do this:

    effect[spellIndex * 3 + effectNumber]

    So:
    effect[1] would be effect[spellIndex * 3 + 0]
    effect[2] would be effect[spellIndex * 3 + 1]
    effect[3] would be effect[spellIndex * 3 + 2]

    effectNumber starts at 0.
    About the player group thing, yes, it leaks, so store it into a variable.

    Also:
    GetObjectName('hpea') // This returns "Peasant"
    GetUnitName(udg_myUnit) // This returns "Peasant"

    The difference between them is that GetObjectName is more flexible, as you don't need a unit, just a unit raw code, and it can also work for items, destructables and all kinds of object editor objects.
    Adapting the genes of plants/bacteria to produce human proteins.
    That would be considered being part of Biotechnology.
    Yeah, that is fine, if you don't change the timer's tick, as long as the speed is configurable. ;)
    Hello there!

    By MUI we mean Multi Unit Instanceable, not Multi Unit-Type Instanceable. If a user wants to use it for their own needs, it doesn't necessarily mean that they will use it for one Unit-type, but multiple. For instance, if it is a shielding skill, it can be used by a footman and a knight alike. You shouldn't limit your spell resources to feature only one kind of criterium (in your case: unit-type).

    Everything should be configurable as well, from the damage of the spell to the timed event.
    No.
    You're going to have to use a hashtable for the animation index.

    Also, believe me, it's very hard to get a highly recommended on a spell :p
    It has to be really, really complex.
    A spell can't get a DC.
    Believe me :p, you need a system, or a very advanced and configurable spell, so configurable, that it becomes like a system. Imagine a spell that can be changed only by configuration to absolutely any kind of spell.

    This is the criteria:

    4/6 -> Percent code
    1/6 -> Execution + Misc + Tutorials if needed
    1/6 -> Innovation + Support (This is the DC factor)
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