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Posted: Fri Feb 22, 2008 8:32 pm
by gugusm
Zaknafein wrote:I can't get ghosts to flicker like they do in the ibis crown. I made an initially active CTRL map action using the onii flag(ghost flicker) and set it for true, but they dont flicker.
Make sure that your CTRL action has got also Visible Flag in it, also Link to your units, but that's obvious I think.
Zaknafein wrote:ok cool, umm another issue I have is that my observers dont seem to be doing their jobs! I set them down at each base, while looking south or north. Then when I start up the game they either start looking west, or in the middle of the map.
Maybe you've messed up something with teams of those observers. It can't be anything complicated, because the only thing that you have to do with observers is to set their team and facing properly.
Posted: Fri Feb 22, 2008 11:29 pm
by Zaknafein
gugusm wrote:Zaknafein wrote:I can't get ghosts to flicker like they do in the ibis crown. I made an initially active CTRL map action using the onii flag(ghost flicker) and set it for true, but they dont flicker.
Make sure that your CTRL action has got also Visible Flag in it, also Link to your units, but that's obvious I think.
Zaknafein wrote:ok cool, umm another issue I have is that my observers dont seem to be doing their jobs! I set them down at each base, while looking south or north. Then when I start up the game they either start looking west, or in the middle of the map.
Maybe you've messed up something with teams of those observers. It can't be anything complicated, because the only thing that you have to do with observers is to set their team and facing properly.
why do I need a visible flag? yeah I linked the ghosts. I got them to flicker, actually, but now they go almost invisible, then back to normal! It is very unlike the flickering on ibis crown.
I did set my observers properly, and I sure as hell didn't put one in the center of the map!
Posted: Sat Feb 23, 2008 12:44 pm
by gugusm
Actually, I haven't ever used that feature in my map, so I tried it by myself and it works fine to me whether I have Visible Flag or not.
Your observer starts looking in the middle of the map when you don't have any of them in your team I think, so it seems there are no observers
But, maybe you set their minimum difficulty to higher than you play at or you made them invisible or something... I really don't know. Maybe you should just remove them and add again.
Posted: Wed Feb 27, 2008 11:58 am
by Zaknafein
okay new issue:
I have these pools of water, at each starting location, and whenever I place flags or units there, they stand on top of the media like it is solid ground. I tried lowering the mesh height of the pool, and I also tried raising its media height. Neither worked. Any ideas?
Posted: Wed Feb 27, 2008 4:59 pm
by gugusm
Heh, maybe you just didn't implement reflection map, so your water areas aren't water at all?
I also have another suggestion. If you place units, scenery, projectiles etc. on your mesh, media disappear (you know, water gets sticked to your mesh height), so it looks like all stuff is standing on a solid ground. But if you click mouse icon again (normal mode), media appears again and then your units and scenery should be under water. I guess that you knew it, but it's better to be sure that you didn't miss something simple.
Posted: Wed Feb 27, 2008 6:33 pm
by Zaknafein
gugusm wrote:Heh, maybe you just didn't implement reflection map, so your water areas aren't water at all?
I also have another suggestion. If you place units, scenery, projectiles etc. on your mesh, media disappear (you know, water gets sticked to your mesh height), so it looks like all stuff is standing on a solid ground. But if you click mouse icon again (normal mode), media appears again and then your units and scenery should be under water. I guess that you knew it, but it's better to be sure that you didn't miss something simple.
No, there is indeed a reflection map there, and I have checked multiple views. The problem remains.
Posted: Wed Feb 27, 2008 6:55 pm
by Zaknafein
I tried reimporting reflection map, didn't work. I have 2 flags in different sections of water than this pool, and they work fine. I see no solution.
Posted: Wed Feb 27, 2008 9:11 pm
by lank
sounds weird, and i don't think i quite understand what's going wrong, but what happens if you click to place the flags, then control-click on the flags to drag them to exactly where you want them? they should follow the mesh level, not the media level.
i mean, theoretically it makes no difference to just plonk them down in the media, and if the mesh is set up correctly, it should just work...
Posted: Wed Feb 27, 2008 9:27 pm
by vinylrake
Zaknafein wrote:I tried reimporting reflection map, didn't work. I have 2 flags in different sections of water than this pool, and they work fine. I see no solution.
Question: If you put a unit at that spot on the map, does it stand on top of the water? or does it sink to the appropriate depth (assuming the water is at least dwarf depth)?
I forget the specifics, but I _think_ if you select the scenery item (flag) and either doubleclick it or just click to select then look at the menu options there's a height parameter... hmmm no wait, maybe that's just for models. drat.
So you have a reflection map so your water _looks_ like water(you've assigned a water terrain type) for that spot on your map (e.g. it should have ripples) and the level of the mesh under the water isn't flat at the same elevation (mesh height) as that of your media?
If all those are yes, I am really not sure - it does sound vaguely familiar though - you get the same effect if the height of your mesh 'under' the surface of the water is really close to the water level (media) height _and_ after you moved it down quite a bit?
Posted: Wed Feb 27, 2008 11:01 pm
by Zaknafein
vinylrake wrote:Zaknafein wrote:I tried reimporting reflection map, didn't work. I have 2 flags in different sections of water than this pool, and they work fine. I see no solution.
Question: If you put a unit at that spot on the map, does it stand on top of the water? or does it sink to the appropriate depth (assuming the water is at least dwarf depth)?
I forget the specifics, but I _think_ if you select the scenery item (flag) and either doubleclick it or just click to select then look at the menu options there's a height parameter... hmmm no wait, maybe that's just for models. drat.
So you have a reflection map so your water _looks_ like water(you've assigned a water terrain type) for that spot on your map (e.g. it should have ripples) and the level of the mesh under the water isn't flat at the same elevation (mesh height) as that of your media?
If all those are yes, I am really not sure - it does sound vaguely familiar though - you get the same effect if the height of your mesh 'under' the surface of the water is really close to the water level (media) height _and_ after you moved it down quite a bit?
yeah there is a reflection map there, and its rippling like water. I set the media height much higher than the mesh height, made no difference.
Posted: Thu Feb 28, 2008 1:54 am
by Graydon
That last post may rule out this post... but that was my initial idea...
If you have a displacement height of 0, and import the reflection map to a default media height of 0, then lower the media height to -0.5, the displacement map will still be set at a height of 0. When viewing the mesh in normal cursor mode, you will see the media at its apparent media height, however in fact there is invisible mesh above the surface, and anything you place on that mesh will float above. If you look at your mesh in the displacement mode, you will see the true mesh height. You have to make sure both the mesh height, and the media height match. Then lower your waters displacement from that point to create deeper and shallower water.
Give it a shot.
On a side note, I have intentions to use this quirk to my advantage, and create an invisible bridge over an apparent void.. The idea being the void will be non-reflecting media, set very low, and a sector of mesh will be at the height of the rest of the walkable area... you just have to find the right spot, and you can walk on air across the void.
Posted: Wed Apr 09, 2008 8:19 pm
by Zaknafein
tried your idea gray, didn't work for me. The media is acting like ice that moves like water! it even scars the mesh to pop wights on it.
Posted: Sat Apr 12, 2008 10:49 am
by Zaknafein
ok on my map right now, I have a mesh with generals and warlocks. The generals cast a deflection shield like on lichen. When I cast a deflection shield and a fireball hits it, it bounces off but detonates right after. How do I make it keep going after it bounces off? I want the players to be able to do shots around corners, or cast a shield that bounces the fireball back, etc.
Thanks for your help so far and in the future as well.
Posted: Sat Apr 12, 2008 11:58 am
by Pyro
There are three possible reasons why the fireball detonates early.
1) It has a lifespan. If it does either increase how long it lasts or remove it so it doesn't have one.
2) It is possible that the deflection shield damaged the fireball projectile causing it to detonate. If this is the case just increase the health of the projectile. Or make is more resistant to the type of damage the deflection field makes.
3) It may have a limited speed the projectile can go. Some projectiles will detonate if they go too fast. This can be fixed in the projectile tag around the physics section.
I doubt it is number 3. Warlock fireballs do have a lifespan, but it is possible that it is both numbers 1 and 2 that are the reasons to blame for the premature detonation.
Posted: Sun Apr 13, 2008 3:19 pm
by DarthRevan555
oy can someone give me the link to that colormap guide by clem, I seriously need it o_O