I'll just assume you're using an instant turning method, so you probably tried reducing your angular step size to smooth out the movement already?
If you've already hit the limits of tweaking that, you could try using issue order to turn your unit instead. There's a specific "order" that turns...
Ancanus: yes, my initial question is just to see if the op thinks that it would be beneficial to store the value in his case.
The latter comment is just common sense when you share a single variable between simultaneous actions that modify it. Renendaru probably already realized it, since he...
also "google" some more sites if you need more help. This kinda stuff is littered all over the web.
The orbitting is probably because you have no friction to stop the car. Once you have friction, it should fix itself.
But isn't it strange to click to accelerate to a point? you could make it so...
Would storing the catalog value to be modified and used be possible for your application?
Since units of a particular player use the same catalog values, if you have two units from the same player spamming, they'll be changing each other's damage, if they are "relative" changes, but not if...
there's a flag inside the actors that controls which attributes are transferred when things are operated on the actor. Like i was able to change the size of a unit with an attached actor, without changing the size of the attached actor, by unchecking "scale" under:
Properties - Accepted Property...
Instances in which you'll need vector acceleration?
- When you have external forces that can come in a variety of directions. Wind. Collision.
- Your "car" can accelerate towards any direction at any given moment.
- You just want your code to be easier to look at by keep everything neatly...
I guess sera felt like people were interrupting him?
Alot of times people will elaborate on what someone says, if people notice the op not responding to the answer in front of him, probably cuz he didnt quite understand. Just a few posts ago i tried to explain about the grammar text feature to...
oh ya? honestly, i've never really looked too deeply into how efficient the gui converts stuff into galaxy. I just assumed that a programming language is quite hard to be truly turned into a gui click fest. But since galaxy is relatively simple and limited to its specific uses its possible...
you should comment each variable you're setting, and why you're adding say:
Height = (0.5 + ((Ground height at InstantCheckPoint) + (Height of Attacker))) <Real>
im guessing 0.5 is where you want it to start, ground height at instantcheckpoint is to offset for ground height if your on a hill...
- Easiest way is to Show/Hide Dialog for different players depending on situation, and for dialog choice use the function "screen image dialog" and enter the screenImageID for your image (pay close attention to assigning screen image ID's to your different crosshairs).
- I think the most...
the limit is for sure over 8MB, thats the current limit for WC3, i believe. I forgot the actual numbers but i think SC2 has a limit of about 10MB to upload on bnet for the beta. size limits are subject to change on release. I've seen maps larger than 30-40MB already from sc2mapster, but not...
weirdly enough... tricky's camera work looks almost exactly like mine. Yet my camera lags behind my unit's movements. Could it be that our camera is too close to our unit that it can't keep up? I'm using issue order to move my unit, and hes using instant move. Perhaps his unit move speed is...
last post on page 9, shows examples of grammar text.
Well maybe there are some parameters you can leave out? or combine if they work closely with another one?
I wouldn't be too worried, just set default values for your parameters so people only need to change parameters that they feel like...
do you know what i mean by Grammar Text now?
For the collision: If its a projectile, check for collision before actually moving your projectile. If your check on the next point passes the ground, exit loop. You can also make "ground level" a little higher, just to make sure its above ground.
I...
Well you know how inside the editor UI yu can click thru the Actions they predefined from default libraries and then click on UI to change different parameters for each action?
when you create an action definition the field to do this feature is under:
"Grammar Text", uncheck Use Default...
very odd, because i don't have this issue, even with an unedited actor. The only weird animation problem for me is probably that the marine has to look like it's standing still when its firing. Which makes my marine look like hes gliding on his feet when hes shooting.
Shortening the shooting...