RPG Un-Named ORPG

Dest

New Member
Reaction score
26
Woah! My jaw dropped. You must have put a lot of great progress and work there! I can't wait to try this out! :D
 

FhelZone

Have a drink of a nice cold mellowberry juice!
Reaction score
103
Yup, the terrain is extremely great, though any progress from other game systems is 0%? I would like to see the save and load system. Which I always been looking for a good one :D And please share your strategy on how to orient the save and load, that is what I really want actually hehe.....
 

FhelZone

Have a drink of a nice cold mellowberry juice!
Reaction score
103
@Scorpions
Probably he wont use desert for the whole terrain, just a guess. Since it would look like err..... Prince of Persia :D
 

Dest

New Member
Reaction score
26
Wow, excelent terrain.

A question, all terrain of your map will be desert?

Legend:
Dark Brown represents the mountians(only outlined for now, not filled in)
Green represents the trolls
Sandy Brown represents the desert(orcs)
Everywhere else are were the other reigons will be.

Obviously, it won't be all desert. Look on the first post with the world map. :rolleyes:
 

D.V.D

Make a wish
Reaction score
73
Came back from my grad vacation. I can start on making the tauren's but I can't do the troll forest because I don't have the Echo Tree Model. See the link to the original thread at the hive and look at my signature. If someone could do it, it would be strongly apreiciated.
 

wellwish3r

wishes wells.
Reaction score
52
Okay so the damage is not displayed as you said you were gonna do that. Here it is:

JASS:
scope MeleeCS initializer Init

    struct MeleeFighter //The struct, dont alter this
        unit attacker
        boolean attk
        real stamina
        real damage
        integer agi
        integer str
        integer int
        location uloc
        location oloc
        real facing
        boolean end
        texttag txt
        location txtloc
        player owner
    endstruct
        
    globals //Globals, don't touch these
        private integer Total = 0
        private MeleeFighter array D
        private timer T = CreateTimer()
        private integer index
        private integer aindex
    endglobals
        
    private function GetDamage takes integer j returns real // Here Is the function that gives you the dmg
        local real dmg
        local integer i = j
        set D<i>.agi = GetHeroAgi(D<i>.attacker,true)
        set D<i>.str = GetHeroStr(D<i>.attacker,true)
        set D<i>.int = GetHeroInt(D<i>.attacker,true)
        if D<i>.stamina &lt; 16 then
            set dmg = 0
        else
            set dmg = (D<i>.agi + D<i>.str + D<i>.int)*(D<i>.stamina/25)
        endif
        return dmg
    endfunction
        
    private function GetStamTick takes nothing returns real //determines the amount of stamina regenerated every 0.025 seconds (40 times per second)
        return 100.00/120.00                                //currently simply set to an amount that results in a 3 second cooldown
    endfunction
        
    private function IsHero takes nothing returns boolean //Is just temporary, as it picks all Heroes on the map, and adds gives them a slot in the struct array
        local unit u = GetFilterUnit()
        if IsUnitType(u,UNIT_TYPE_HERO) then
            set u = null
            return true
        endif
        set u = null
        return false
    endfunction
        
    private function MatchUnits takes nothing returns boolean //Picks the Units for the Unitgroup that is damaged
        local unit u = GetFilterUnit()
        if IsPlayerEnemy(GetOwningPlayer(D[aindex].attacker),GetOwningPlayer(u)) then
            if IsUnitType(u,UNIT_TYPE_FLYING) == false then
                if GetUnitAbilityLevel(u,&#039;Aloc&#039;) &lt; 1 then
                    if GetUnitState(u,UNIT_STATE_LIFE) &gt; 0.405 then
                        set u = null
                        return true
                    endif
                endif
            endif
        endif
        set u = null
        return false
    endfunction
        
    private function DamageGroup takes nothing returns nothing //Damages the picked units
        local unit u = GetEnumUnit()
        local real dmg = GetDamage(aindex)
        call UnitDamageTarget(D[aindex].attacker,u,dmg,true,false,ATTACK_TYPE_HERO,DAMAGE_TYPE_NORMAL,WEAPON_TYPE_WHOKNOWS)
        //call BJDebugMsg(&quot;Damage: &quot;+R2S(dmg)+&quot;   Stamina: &quot;+R2S(D[aindex].stamina))
        set u = null
    endfunction
        
    private function AddToStruct takes nothing returns nothing //Adds a new Unit to the struct array
        local MeleeFighter LF = MeleeFighter.create()
        local unit u = GetEnumUnit()
        set LF.attacker = u
        set LF.stamina = 100
        set LF.attk = false
        set LF.end = false
        set LF.owner = GetOwningPlayer(u)
        set D[Total] = LF
        set Total = Total + 1
    endfunction
        
    private function TimerLoop takes nothing returns nothing //This creates the floating text and regenerates the stamina
        local integer i = 0
        local integer j = 1
        local string s = &quot;&quot;
        local integer cstam = 0
        loop
            exitwhen i&gt;=Total
            if D<i>.stamina &lt; 100 then
                set index = i
                if D<i>.stamina &gt;= 100 then
                    set D<i>.stamina = 100
                else
                    set D<i>.stamina = D<i>.stamina + GetStamTick()
                endif
                set cstam = R2I(D<i>.stamina)
                loop
                    exitwhen j &gt; 50
                    if (cstam/2) &gt;= j then
                        set s = s + &quot;|cff660066&#039;|r&quot;
                    else
                        set s = s + &quot;&#039;&quot;
                    endif
                    set j = j+1
                endloop
                set D<i>.uloc = GetUnitLoc(D<i>.attacker)
                set D<i>.txtloc = Location(GetLocationX(D<i>.uloc) - 65.00,GetLocationY(D<i>.uloc))
                call RemoveLocation(D<i>.uloc)
                set D<i>.uloc = null
                set D<i>.txt = CreateTextTag()
                call SetTextTagText(D<i>.txt,s,TextTagSize2Height(8.00))
                call SetTextTagPos(D<i>.txt,GetLocationX(D<i>.txtloc),GetLocationY(D<i>.txtloc),180)
                call SetTextTagColor(D<i>.txt,255,255,255,255)
                call SetTextTagPermanent(D<i>.txt,false)
                call SetTextTagFadepoint(D<i>.txt,0.05)
                call SetTextTagLifespan(D<i>.txt, 0.051)
                if D<i>.owner == GetLocalPlayer() then
                    call SetTextTagVisibility(D<i>.txt,true)
                else
                    call SetTextTagVisibility(D<i>.txt,false)
                endif
                call RemoveLocation(D<i>.txtloc)
                set D<i>.txtloc = null
            else
                set D<i>.stamina = 100
            endif
            set i = i+1
        endloop
    endfunction
        
    private function Init takes nothing returns nothing //Initializer function Starts timer etc
        local group grp = CreateGroup()
        call GroupEnumUnitsInRect(grp,GetPlayableMapRect(),Condition(function IsHero))
        call ForGroup(grp,function AddToStruct)
        call TimerStart(T,0.025,true,function TimerLoop)
        call DestroyGroup(grp)
        set grp = null
    endfunction
    
    function AddUnit takes unit u returns nothing //you can call this function to add HEROES (!) to the system, for example after a player loads one, or obtains one from a tavern
        local MeleeFighter LF = MeleeFighter.create()
        set LF.attacker = u
        set LF.stamina = 100
        set LF.attk = false
        set LF.end = false
        set LF.owner = GetOwningPlayer(u)
        set D[Total] = LF
        set Total = Total + 1
    endfunction
    
    function MeleeAttack takes unit u returns nothing // This function is the one that does the damage stuff. Call it via custom script to initialize the attack
        local integer i = 0
        local integer ai
        local boolean found = false
        local group grp = CreateGroup()
        local real facing
        loop
            exitwhen found == true
            if D<i>.attacker == u then
                set found = true
                set ai = i
            endif
            set i = i+1
        endloop
        set aindex = ai
        set D[ai].attk = true
        set D[ai].uloc = GetUnitLoc(D[ai].attacker)
        set facing  = GetUnitFacing(D[ai].attacker)
        set D[ai].oloc = PolarProjectionBJ(D[ai].uloc,100.00,facing)
        call RemoveLocation(D[ai].uloc)
        set D[ai].uloc = null
        call GroupEnumUnitsInRangeOfLoc(grp,D[ai].oloc,125,Condition(function MatchUnits))
        call ForGroup(grp,function DamageGroup)
        if CountUnitsInGroup(grp) &gt; 0 then
            set D[aindex].stamina = 0
        endif
        call DestroyGroup(grp)
        set grp = null
        set D[ai].attk = false
    endfunction
endscope</i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i>


All the heroes that are preplaced on the map are added automatically.

There are two functions you can use. One is
JASS:
call AddUnit(takes unit)
which you can use to add another hero (for example when sold at taverns)

The second function is the actual damage call:
JASS:
call MeleeAttack(takes unit)
an example of that is in the demo map.

The functions to alter the damage/stamina gain are at the top of the trigger.

If you find any bugs tell me.

EDIT: found a small bug. Code and map are updated.
 

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  • Combat System.w3x
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D.V.D

Make a wish
Reaction score
73
Looks good. I'll start on the damage. I think that somewere between 10 - 20 is the average and 25 as max for a level 1.
 

wellwish3r

wishes wells.
Reaction score
52
Okay here is the altered version.

This way of doing it however will greatly increase the balancing difficulty.

EDIT: Oh and for that way to actually make sense, the damage dealt would have to grow exponentially with the Stamina (otherwise manual attack is pointless)
 

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  • Combat System.w3x
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Dinowc

don't expect anything, prepare for everything
Reaction score
223
this looks pretty nice, but gosh, it reminds me so much on WoW and Barrens...
at least from the screenies

you could make the Tauren City in some snowy mountains, so it wont remind so much on WoW :p

5 thumbs up! :thup::thup::thup::thup::thup:

just one thing though,

This map will be a huge dungeon

how can a palm tree grow inside a dungeon :confused:
 

thewrongvine

The Evolved Panda Commandant
Reaction score
506
I should've commented here before, :O
Terrain is really nice, the desert atmosphere fits well.
It seems like you have a stable amount of mobs. Are the bosses like mob bosses or raid bosses?
I don't like how bosses can only be killed once, people might miss it, heh. If you want it to be more realistic, then maybe the respawn time is long, like 5 - 10 minutes. Or when they are about to die, at 1% health, they escape and disappear, so they don't ever "die" but you still get the experience and loot.

Do you need names for the game and Tauren city?

~Hai-Bye-Vine~
 

xAnaMorphine

Active Member
Reaction score
43
I should've commented here before, :O
Terrain is really nice, the desert atmosphere fits well.
It seems like you have a stable amount of mobs. Are the bosses like mob bosses or raid bosses?
I don't like how bosses can only be killed once, people might miss it, heh. If you want it to be more realistic, then maybe the respawn time is long, like 5 - 10 minutes. Or when they are about to die, at 1% health, they escape and disappear, so they don't ever "die" but you still get the experience and loot.

Do you need names for the game and Tauren city?

~Hai-Bye-Vine~

Hello Vine!

How about a trigger respawns your well-beloved bosses?

Would be cool, heh :)
 

D.V.D

Make a wish
Reaction score
73
Sure, bosses will respawn 5 to 10 minutes. And the bosses, well there not going to be the simple bosses that just fight and are strong. They're going to have different stages. The dungen thing, thats basically the unique part of the map. The evil guy is and instead of having 6 small boring dungeon, im making one huge dungeon that I hope will be similar to the Zelda style dungeons. Testing Demo right now.

EDIT: I'll try to make a formula by today cause aditional 200 damamge is a lot. And also, is it possible for the extra damage bonus on the unit not be shown? Like the other combat system? And the tauren's will have a volcano guys and will be in the mountians so no snow in this map. There will be trolls with a lot of tree's and grass but my request for the echo tree isn't done and no one wants to do it so I can't terrain that area until I get it.
 

wellwish3r

wishes wells.
Reaction score
52
Okay here is the healing system, there is a lot of other crap in the map, just ignore that. the units to test the healing are at the bottom right of the map.
 

Attachments

  • RandomStuff.w3x
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D.V.D

Make a wish
Reaction score
73
I couldn't test it but I looked at the code. I see what it does. Well use the healing system if were going to incorporate healing spells. Spells now are not thought out so its hard deciding what system to use. But I think the Warlock will have to use healing spells or else there will be no way of healing except for bottles or something.

Oh and nice apple :).
 

wellwish3r

wishes wells.
Reaction score
52
Oh and nice apple :).

i like it too :p

Anyways, here is the range damage system. u can use it like the melee system, just different function names, for details check the map.

JASS:
scope RangeCS initializer Init

    struct RangeFighter //The struct, dont alter this
        unit attacker
        unit target
        real stamina
        real damage
        integer agi
        integer str
        integer int
        location uloc
        location oloc
        boolean end
        texttag txt
        location txtloc
        player owner
        real stammax
    endstruct
        
    globals //Globals, don&#039;t touch these
        private integer Total = 0
        private RangeFighter array D
        private timer T = CreateTimer()
        private integer index
        private integer aindex
    endglobals
        
    private function GetDamage takes integer j returns real // Here Is the function that gives you the dmg
        local real dmg
        local integer i = j
        set D<i>.str = GetHeroStr(D<i>.attacker,true)
        if D<i>.stamina &lt; (0.14)*(D<i>.stamina) then
            set dmg = 0
        else
            set dmg = D<i>.str +  D<i>.stamina/5
        endif
        return dmg
    endfunction
        
    private function GetStamTick takes unit u returns real //determines the amount of stamina regenerated every 0.2 seconds (5 times per second)
        return (I2R(GetHeroAgi(u,true)))/8.00
    endfunction
        
    private function IsHero takes nothing returns boolean //Is just temporary, as it picks all Heroes on the map, and adds gives them a slot in the struct array
        local unit u = GetFilterUnit()
        if IsUnitType(u,UNIT_TYPE_HERO) then
            set u = null
            return true
        endif
        set u = null
        return false
    endfunction
        
    private function MatchUnits takes nothing returns boolean //Picks the Units for the Unitgroup that is damaged
        local unit u = GetFilterUnit()
        if IsPlayerEnemy(GetOwningPlayer(D[aindex].attacker),GetOwningPlayer(u)) then
            if IsUnitType(u,UNIT_TYPE_FLYING) == false then
                if GetUnitAbilityLevel(u,&#039;Aloc&#039;) &lt; 1 then
                    if GetUnitState(u,UNIT_STATE_LIFE) &gt; 0.405 then
                        set u = null
                        return true
                    endif
                endif
            endif
        endif
        set u = null
        return false
    endfunction
        
    private function AddToStruct takes nothing returns nothing //Adds a new Unit to the struct array
        local RangeFighter LF = RangeFighter.create()
        local unit u = GetEnumUnit()
        set LF.attacker = u
        set LF.end = false
        set LF.owner = GetOwningPlayer(u)
        set LF.stammax = I2R(GetHeroInt(u,true))*8
        set LF.stamina = LF.stammax
        set D[Total] = LF
        set Total = Total + 1
    endfunction
        
    private function TimerLoop takes nothing returns nothing //This creates the floating text and regenerates the stamina
        local integer i = 0
        local integer j = 1
        local string s = &quot;&quot;
        local integer cstam = 0
        loop
            exitwhen i&gt;=Total
            set D<i>.stammax = I2R(GetHeroInt(D<i>.attacker,true))*8
            if D<i>.stamina &lt; D<i>.stammax then
                set index = i
                set D<i>.stamina = D<i>.stamina + GetStamTick(D<i>.attacker)
                set cstam = R2I(D<i>.stamina)
                loop
                    exitwhen j &gt; 50
                    if (cstam/2) &gt;= j then
                        set s = s + &quot;|cff660066&#039;|r&quot;
                    else
                        set s = s + &quot;&#039;&quot;
                    endif
                    set j = j+1
                endloop
                set D<i>.uloc = GetUnitLoc(D<i>.attacker)
                set D<i>.txtloc = Location(GetLocationX(D<i>.uloc) - 65.00,GetLocationY(D<i>.uloc))
                call RemoveLocation(D<i>.uloc)
                set D<i>.uloc = null
                set D<i>.txt = CreateTextTag()
                call SetTextTagText(D<i>.txt,s,TextTagSize2Height(8.00))
                call SetTextTagPos(D<i>.txt,GetLocationX(D<i>.txtloc),GetLocationY(D<i>.txtloc),180)
                call SetTextTagColor(D<i>.txt,255,255,255,255)
                call SetTextTagPermanent(D<i>.txt,false)
                call SetTextTagLifespan(D<i>.txt, 0.09)
                if D<i>.owner == GetLocalPlayer() then
                    call SetTextTagVisibility(D<i>.txt,true)
                else
                    call SetTextTagVisibility(D<i>.txt,false)
                endif
                call RemoveLocation(D<i>.txtloc)
                set D<i>.txtloc = null
            else
                set D<i>.stamina = D<i>.stammax
            endif
            set i = i+1
        endloop
    endfunction
        
    private function Init takes nothing returns nothing //Initializer function Starts timer etc
        local group grp = CreateGroup()
        call GroupEnumUnitsInRect(grp,GetPlayableMapRect(),Condition(function IsHero))
        call ForGroup(grp,function AddToStruct)
        call TimerStart(T,0.04,true,function TimerLoop)
        call DestroyGroup(grp)
        set grp = null
    endfunction
    
    function AddUnitRange takes unit u returns nothing //you can call this function to add HEROES (!) to the system, for example after a player loads one, or obtains one from a tavern
        local RangeFighter LF = RangeFighter.create()
        set LF.attacker = u
        set LF.end = false
        set LF.owner = GetOwningPlayer(u)
        set LF.stammax = I2R(GetHeroInt(u,true))*8
        set LF.stamina = LF.stammax
        set D[Total] = LF
        set Total = Total + 1
    endfunction
    
    private function DmgActions takes nothing returns nothing
        local unit u = GetEventDamageSource()
        local unit t = GetTriggerUnit()
        local integer bid = &#039;B000&#039;
        local integer ai = 0
        local integer i = 0
        local boolean found = false
        local real dmg
        //call BJDebugMsg(&quot;Damage Call    &quot;+ R2S(dmg))
        loop
            exitwhen found == true
            if D[ai].attacker == u then
                set i = ai
                set found = true
            endif
            set ai = ai + 1
        endloop
        //call BJDebugMsg(GetObjectName(GetUnitTypeId(D<i>.attacker)))
        set dmg = GetDamage(i)
        if GetUnitAbilityLevel(t, bid) &gt; 0 then
            call UnitRemoveAbility(t, bid)
            call UnitDamageTarget(D<i>.attacker,t,dmg,true,false,ATTACK_TYPE_HERO,DAMAGE_TYPE_NORMAL,WEAPON_TYPE_WHOKNOWS)
            //call BJDebugMsg(R2S(dmg))
        endif
        set u = null
        set t = null
    endfunction
    
    private function TargDmg takes unit ta returns nothing
        local trigger t = CreateTrigger()
        //call BJDebugMsg(&quot;Trigger Init&quot;)
        call TriggerRegisterUnitEvent(t,ta,EVENT_UNIT_DAMAGED)
        call TriggerAddAction(t,function DmgActions)
    endfunction
    
    function RangeAttack takes unit u,unit t returns nothing
        local integer i = 0
        local integer ai
        local boolean found = false
        local group grp = CreateGroup()
        local real facing
        //call BJDebugMsg(&quot;Attack Call&quot;)
        loop
            exitwhen found == true
            if D<i>.attacker == u then
                set ai = i
                set found  = true
            endif
            set i = i+1
        endloop
        call TargDmg(t)
        set D[ai].stamina = 0
    endfunction
endscope</i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i>


the formula is not really working in my opinion. The the damage and amount of stamina are fine, but the regeneration is to high. I can barely manage to attack with range a second time before the stamina is filled up again. And imagine an agility hero, he will reg the stamina faster on a high lvl than he could attack. That would be disappointing for the player, as he cannot use his hero to its full potential.

I'm not 100% sure that it works perfectly when there is a lot of fighting going on, we'll see to that when the time comes, or i realize a flaw^^

Edit: Tiny code change :)
 

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  • Combat System v2.w3x
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wellwish3r

wishes wells.
Reaction score
52
Okay i put the autoshot thing in, and a function to determine the aoe of the melee attack. (The range attack seems to be totally MUI, didn't get around testing the melee attack yet, but it also should be MUI, since it is based on the same functions with slight changes)
 

Attachments

  • Combat System v3.w3x
    24.1 KB · Views: 262

D.V.D

Make a wish
Reaction score
73
this looks pretty nice, but gosh, it reminds me so much on WoW and Barrens...
at least from the screenies

you could make the Tauren City in some snowy mountains, so it wont remind so much on WoW :p

5 thumbs up! :thup::thup::thup::thup::thup:

just one thing though,



how can a palm tree grow inside a dungeon :confused:

Just notice the last comment. Its not the whole map, its like half the map is a huge dungeon. There won't be anything really growing inside a cave. I've started working on a WOW like bag system that appears on your screen with buttons and stuff so you can see how your hero will look, his stats with certian items and equiping items. Im using DGUI if anyone wants to know how. It will be like a interface
 

wellwish3r

wishes wells.
Reaction score
52
Here is the cam system.

To start up the cam in the demo map, just type "-cam on", you can also make a function call:

JASS:
scope Camera initializer Init
    
    struct cam
        unit locked
        real distance
        real angle
        location loc
        real lr
    endstruct

    globals
        private integer Total = 11
        private cam array D
        private timer T = CreateTimer()
    endglobals

    private function TimerLoop takes nothing returns nothing
        local integer i = 0
        local real z
        loop
            exitwhen i&gt;=Total
            if D<i>.locked != null then
                set D<i>.loc = GetUnitLoc(D<i>.locked)
                set z = GetLocationZ(D<i>.loc)
                if (GetLocalPlayer() == Player(i)) then
                    call PanCameraToTimed(GetLocationX(D<i>.loc), GetLocationY(D<i>.loc), 2)
                endif
                if (GetLocalPlayer() == Player(i)) then
                    call SetCameraTargetController(D<i>.locked, 0, 0, false)
                endif
                if (GetLocalPlayer() == Player(i)) then
                    call SetCameraField(CAMERA_FIELD_TARGET_DISTANCE, D<i>.distance, .75)
                endif
                if (GetLocalPlayer() == Player(i)) then
                    call SetCameraField(CAMERA_FIELD_ANGLE_OF_ATTACK, D<i>.angle, .75)
                endif
                if (GetLocalPlayer() == Player(i)) then
                    call SetCameraField(CAMERA_FIELD_ROTATION, GetUnitFacing(D<i>.locked)+D<i>.lr, .75)
                endif
                if (GetLocalPlayer() == Player(i)) then
                    call SetCameraField(CAMERA_FIELD_ZOFFSET, 100+(z/3), .75)
                endif
                call RemoveLocation(D<i>.loc)
            endif
            set i = i+1
        endloop
    endfunction
    
    private function RotateResetAct takes nothing returns nothing
        local integer i = GetPlayerId(GetTriggerPlayer())
        set D<i>.lr = 0
    endfunction
    
    private function RotateReset takes nothing returns nothing
        local trigger t = CreateTrigger()
        local integer i = 0
        loop
            exitwhen i&gt;11
            call TriggerRegisterPlayerKeyEventBJ(t,Player(i),bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_UP)
            set i = i+1
        endloop
        call TriggerAddAction(t,function RotateResetAct)
    endfunction
    
    private function RotateRightAct takes nothing returns nothing
        local integer i = GetPlayerId(GetTriggerPlayer())
        set D<i>.lr = D<i>.lr-30
        if D<i>.lr &lt; -360 then
            set D<i>.lr = D<i>.lr + 360
        endif
    endfunction
    
    private function RotateRight takes nothing returns nothing
        local trigger t = CreateTrigger()
        local integer i = 0
        loop
            exitwhen i&gt;11
            call TriggerRegisterPlayerKeyEventBJ(t,Player(i),bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_LEFT)
            set i = i+1
        endloop
        call TriggerAddAction(t,function RotateRightAct)
    endfunction
    
    private function RotateLeftAct takes nothing returns nothing
        local integer i = GetPlayerId(GetTriggerPlayer())
        set D<i>.lr = D<i>.lr+30
        if D<i>.lr &gt; 360 then
            set D<i>.lr = D<i>.lr - 360
        endif
    endfunction
    
    private function RotateLeft takes nothing returns nothing
        local trigger t = CreateTrigger()
        local integer i = 0
        loop
            exitwhen i&gt;11
            call TriggerRegisterPlayerKeyEventBJ(t,Player(i),bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_RIGHT)
            set i = i+1
        endloop
        call TriggerAddAction(t,function RotateLeftAct)
    endfunction
    
    private function TurnAct takes nothing returns nothing
        local integer i = GetPlayerId(GetTriggerPlayer())
        call SetUnitFacing(D<i>.locked,GetUnitFacing(D<i>.locked)-180)
    endfunction
    
    private function Turn takes nothing returns nothing
        local trigger t = CreateTrigger()
        local integer i = 0
        loop
            exitwhen i&gt;11
            call TriggerRegisterPlayerKeyEventBJ(t,Player(i),bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_DOWN)
            set i = i+1
        endloop
        call TriggerAddAction(t,function TurnAct)
    endfunction

    private function Init takes nothing returns nothing
        call Turn()
        call RotateLeft()
        call RotateRight()
        call RotateReset()
        call TimerStart(T,0.03,true,function TimerLoop)
    endfunction
    
    function SetCamTarget takes unit u, real dist,real angle, integer i returns nothing
        set D<i>.locked = u
        set D<i>.distance = dist
        set D<i>.angle = angle
        set D<i>.lr = 0
    endfunction
endscope


</i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i>


The system currently has one weakness, when you walk up extremly steep raised terrain, the camera goes a little bit too high. You will probably have to play around with the angle, and distance, to make the cam the way you want it.
Btw, wtf is DGUI?

EDIT: I was bored, so i added more arrowkey functions^^. With left/right arrow keys you can rotate around your hero, with the up arrow you reset the rotation.
 

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