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Staredit Network -> UMS Assistance -> Unit Coordinate question
Report, edit, etc...Posted by Still_MatiC on 2005-04-12 at 21:21:20
If you remember the map salacious put up awhile ago, it coordinated each unit's moves. But when I opened the map, I noticed you had to set up 2 locations for every player. I ask... is this nessecary? I thought locations can cycle fast enough for all the players to share.
Report, edit, etc...Posted by LegacyWeapon on 2005-04-12 at 21:24:18
I don't see more than one player... I'm pretty sure you don't, you can probably cycle through every player with no problem.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-04-12 at 21:25:06
Whats the question?
Report, edit, etc...Posted by Still_MatiC on 2005-04-12 at 21:31:25
The X and Y locations are named "P1 veritcal" and "P1 horizontal"... the question is... do I have to make a vertical and horizontal location for each player being coordinated? Or is one vertical and one horizontal enough
Report, edit, etc...Posted by chuiu on 2005-04-12 at 21:59:58
QUOTE(LegacyWeapon @ Apr 12 2005, 08:24 PM)
you don't, you can probably cycle through every player with no problem.
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Again. No.
Report, edit, etc...Posted by MapUnprotector on 2005-04-12 at 22:01:26
If you are trying to get 8 players coordinates it would probably be a little slow anyway if you are using a decent sized grid. Too slow for more real time applications, but still useful for say getting a coordinate once in a while not having to get it every second.
Report, edit, etc...Posted by Still_MatiC on 2005-04-12 at 22:04:08
I'm gonna coordinate 5 players... so you're saying I should make a x and y location for each player to have the fastest real time coordinates?
Report, edit, etc...Posted by chuiu on 2005-04-12 at 22:14:36
I don't see how players would affect the speed of it Devilesk.
Report, edit, etc...Posted by axblader on 2005-04-12 at 22:19:15
hm...this kidna looks like my system...

anyways, it looks over complicated for some reason.
though i dunno, maybe this make a different output.
Report, edit, etc...Posted by LegacyWeapon on 2005-04-12 at 23:24:32
QUOTE(chuiu_os @ Apr 12 2005, 09:59 PM)
Again.  No.
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The way SaLaCiouS(U)'s Coordinates Method is set up, it should work?
SaLa made the map record the tab you were at out of 3
CODE
123123123

If you moved from 3 to 2, it would subtract one. If you cycle through the players, it should work because you
1) Center the locations on p1
2) Check if p1 has moved
3) Center the locations on p2
4) Check if p2 has moved

The check is not by using the locations, but using switches to remember where you were at.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-04-13 at 00:41:10
Without reveiwing the triggers I would guess most likely you can use the same locations.
Report, edit, etc...Posted by PhoenixRajoNight on 2005-04-13 at 05:18:01
While the locations do cycle pretty fast, it is best to have them seperate for each player, I had locations pump out units next to buildings at the start of one of my maps, but then i just had set locations because i wasnt going to make locations for each player for all those buildings it woulda been like 200 locations, so i just set it, well what i'm saying is, i played that map prolly around 100 times and 90 times the locations moved fast enough but the other 10 times there was some problems with it, so i would say just to be safe to just do a set for each player, i doubt that its more than 1 set from what your explaining so it wouldnt be like mine where the kewlness wasnt worth the effort and waste of valuable string space
Report, edit, etc...Posted by chuiu on 2005-04-13 at 10:59:21
Sorry if there was any confusion, I was just re-emphasizing what you were saying Legacy.

And locations move as fast as triggers run. You probably set you up your triggers improperly to do something like that.
Report, edit, etc...Posted by PhoenixRajoNight on 2005-04-13 at 13:40:52
QUOTE(chuiu_os @ Apr 13 2005, 09:59 AM)
And locations move as fast as triggers run.  You probably set you up your triggers improperly to do something like that.
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Trust me they were setup right, and if they werent it wouldnt have worked all of the time not only 10% of the time.
Report, edit, etc...Posted by chuiu on 2005-04-13 at 14:16:58
Well If they weren't working 100% of the time then you must have been doing something wrong. I've made plenty of maps where I have 1 location be used for multiple players and I've never seen a case where an error occured. If you have the move location on one trigger and the actions in another can be a very likely cause of problems. Either way this is off topic so I'm going to quit debating you.
Report, edit, etc...Posted by LegacyWeapon on 2005-04-13 at 15:35:24
QUOTE(chuiu_os @ Apr 13 2005, 10:59 AM)
Sorry if there was any confusion, I was just re-emphasizing what you were saying Legacy.

And locations move as fast as triggers run.  You probably set you up your triggers improperly to do something like that.
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Sorry, I thought you said no to what I had commented about the recycling locations pinch.gif

This is going a bit off topic but the final thing I want everyone to keep in mind is trigger order wink.gif
Report, edit, etc...Posted by Still_MatiC on 2005-04-13 at 17:34:13
if I had to make seperate locations for each player, I would need a new set of switches as well right? Or if I shared the locations, I wold need new switches? Cause already, by default 6 switches being used
Report, edit, etc...Posted by LegacyWeapon on 2005-04-13 at 19:40:30
Either way you will need a different 6 switches for every player.
Report, edit, etc...Posted by Still_MatiC on 2005-04-13 at 19:46:51
QUOTE(LegacyWeapon @ Apr 13 2005, 06:40 PM)
Either way you will need a different 6 switches for every player.
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alright thanks for telling me

I guess I'll use death counters instead
Report, edit, etc...Posted by (U)Bolt_Head on 2005-04-13 at 21:43:51
You should never need a switch for each player. Because then you can use a death counter and set it up with current player.
Report, edit, etc...Posted by MapUnprotector on 2005-04-13 at 22:05:18
QUOTE(chuiu_os @ Apr 12 2005, 10:14 PM)
I don't see how players would affect the speed of it Devilesk.
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Well if you are doing the triggers like Tux's zoning method then the amount of players would affect it because you would have to have a set of triggers for each player. Therefore slowing it down.
Report, edit, etc...Posted by chuiu on 2005-04-13 at 22:59:33
I'm not familiar with Tux's method, was it the scout test map? If so then no, it wouldn't slow it down.
Report, edit, etc...Posted by MapUnprotector on 2005-04-13 at 23:07:30
If you have five players worth of triggers trying to get coordinates and you have many other triggers to do other stuff, and you need the coordinates for precise detection then it would be slow. It wouldn't refresh the coordinates fast enough.
Report, edit, etc...Posted by chuiu on 2005-04-13 at 23:15:24
I still don't see what would be slowing it down. Tux's system used a series of triggers to instantly find the players location everytime they ran which was on hyper triggers so its too fast. Plus his triggers could EASILY be adapted to affect all players and not just one with no problems whatsoever in location use.
Report, edit, etc...Posted by MapUnprotector on 2005-04-13 at 23:17:19
When I've used it, even with hypers, it was still too slow for collision detecting.
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