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Staredit Network -> UMS Assistance -> (Advanced) angle/binary triggering question..
Report, edit, etc...Posted by idoL on 2004-11-11 at 06:25:01
I'm sorry but can some really good map maker help me better understand how a a low count location grid system, using binary-like triggers can control angles of, lets say 15 degree increments? Like Bolt_Head once showed me a tetris map he was making, I looked at the triggers and it had 6 or 8 locations moving units in tetris-like positons, I understood all the triggers accept the posistioning functions. I'd like to start using less locations to do angle and movement functions, and I'm understanding binary triggers good, so a little guide on the above said would be nice, and dont hold back on technical talk, thanks in advanced to whoever awnsers this. =))
Oh yeah I'm also good with math if that helps.
Report, edit, etc...Posted by SaLaCiouS(U) on 2004-11-11 at 12:02:46
That depends if you are talking about the "Grid System" where locations follow a unit on all it's sides, North, South, West, East, and NE, SE, NW, SW. Then again there's also the thing that Tux did, which is vastly more complicated for calculating deltas. Whatever that means. It really depends on what you are trying to do.
Report, edit, etc...Posted by idoL on 2004-11-11 at 12:36:47
Just coardinize things, for example moving units on a location on a 45/east to 15/west degree angle . Really I laid it out though, just coardenizing with angels using minimal locations in general (which I KNOW binary triggers/functions would make easier), I need a better understanding of it.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-11 at 13:16:43
I honestly don't know what map you were talking about when you said a tennis map.

I think your talking about "grid systems" where you basicly center a location offset on another unit. I don't know how binary has anything to do with it.

check this link out
http://www.staredit.net/index.php?download=453
Report, edit, etc...Posted by Staredit.Net Essence on 2004-11-11 at 13:42:37
He said tetris, not tennis.

IdoL, do you want it so you can change the angles?, or the anlge follows a unit or,....
Report, edit, etc...Posted by SaLaCiouS(U) on 2004-11-11 at 14:29:42
You still haven't explained what you want it to do. If you do then you might be able to recieve help.
Report, edit, etc...Posted by Foamy on 2004-11-11 at 14:37:55
OMG....
I'm just afraid... to even look at this..
Someday I'll be advance happy.gif

HF GL.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-11 at 14:40:17
QUOTE(Zerg Playing Dead @ Nov 11 2004, 01:42 PM)
He said tetris, not tennis.

IdoL, do you want it so you can change the angles?, or the anlge follows a unit or,....
[right][snapback]97401[/snapback][/right]


Oh that explains it. Here's tetris (uncompleated)
[attachmentid=2511]
(Edit: That doens't seem to work, try here)

Anyways this map uses spidermines as markers and centers locations on them. Its alot easyer than doing it without burrowed units. If you want to do something like that you basicly just need to understand the way locations are centered.

If i have one location with 9 units in a perfect sqaure formation i can give the units away in specific amounts to center a location on any one of them. (this is the base of both systems)

When you center a location and there are more than one possable target starcraft centers on the furthest left unit. If there is a tie (like in our case) then it will select the lowest of those on the left. So if you have 9 units in a sqauire
CODE
☼  ☼  ☼
☼  ☼  ☼
☼  ☼  ☼

and you center a location on them the location will move to the unit located at (1,1)

When you give units, kill units, or remove units it is done in the same order. So if i wanted to center a location on the lower right unit then i would give away 6 of the units. (1,1),(1,2),(1,3),(2,1),(2,2), and (2,3) Then when you center a location on the units remaining the location would move to the lower right unit (3,1), because the other 6 are no longer valid targets since there player was changed.

If you have a hugh feild of these you can move units in a specifid direction using this techniqe. Once you center your location on your desired location move your base unit to that spot. Then when you center your larger location a differant sqaure of units will be in it.

I hope this is the information you need, i kinda rushed though it.
Report, edit, etc...Posted by .Coko[CK] on 2004-11-11 at 15:11:17
NW = none removed?
SW = 2 removed?
NE = 8 removed?
SE = 6 removed?

that how it work?
Report, edit, etc...Posted by LegacyWeapon on 2004-11-11 at 18:27:04
Remember Coko, the trigger always centers on the lowest left unit.
So remove 2 would remove the bottom left and the middle left.
It tries to go farthest left, then farthest bottom.

My map isnt perfect but it works tongue.gif
Report, edit, etc...Posted by idoL on 2004-11-11 at 23:28:21
Thanks Bolt_Head you basically nailed it, if I understand right it's moving around the system StarCraft uses to center locations on defualt units?
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-12 at 10:04:00
QUOTE(Coko @ Nov 11 2004, 03:11 PM)
NW = none removed?
SW = 2 removed?
NE = 8 removed?
SE = 6 removed?

that how it work?
[right][snapback]97451[/snapback][/right]


Except for NW and SW. 50% ha ha failer
Ha Ha evil sod strikes again.

SW = 0
W = 1
NW = 2
S = 3
Middle = 4 (& 9+ lol)
N = 5
SE = 6
E = 7
NE = 8

Or in code
CODE
2  5  8
1  4  7
0  3  6

If you had a 4x4 it would be like this
03  07  11  15
02  06  10  14
01  05  09  13
00  04  08  12

Your pretty close, i'll write a more indepth tutorial like thing for this or maybe just a sample map. This is the basics of my 1 location map.
Report, edit, etc...Posted by LegacyWeapon on 2004-11-12 at 14:47:25
actually, for north, u should look at my map. It doesn't seem to work twice in a row with the 5 thing tongue.gif

tux found that out too and made it
i think 1 then 8.
or something like that
check the map i posted.
http://www.staredit.net/index.php?act=Atta...pe=post&id=2842
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-12 at 19:42:32
Well theres alot of very minor things that can effect your actuall result. For an example witch player i center the location on do i center it on the player who originally owns the unit or the player that your giving the units too. Both can work and both follow the same idea but you get there differantly.

Oh yeah, legacy were talking about a grid system using burrowed units as markers. Not the standalone system you attached.
Report, edit, etc...Posted by idoL on 2004-11-13 at 09:37:26
Thanks alot Mr.Bolt_Head, this has helped immensely.
Report, edit, etc...Posted by .Coko[CK] on 2004-11-13 at 10:08:59
Close, but no cigar! Again, defeated in the last instant. 50%, reminds me of my driving results.
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