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Staredit Network -> UMS Assistance -> Centering on 20x12 squares
Report, edit, etc...Posted by Rantent on 2006-07-08 at 22:31:21
Well, using a burrowed unit system, there are two ways you could do it. When you enter the building, or when a trigger tells the screen to move to some inside building, you set a switch or something.
When this happens you can either do it two ways. Using multiple players or a single player.

Using multiple players:
You know which room your moving the screen to, give the proper number of burrowed units to some other neutral player and center on the next unit. Then give the units back to their original player, keeping the screen on the unit it is centered on. Its simply a larger Grid system.

Using only one player can be done, but I would recommend using the give method, using an extended player if you must.

To do a single player method, you center a location on the first burrowed unit, and remove it, replacing it with a different burrowed unit. Repeat this untill you have the right unit to center on.

EDIT: Wait are you having difficulty trying to figure out which square the hero would be in? (Sorta like a zelda map where you cross over seamlessly.)

If so, you could use a larger grid on the edge of the map, like photon cannons or something, and simply use x/y counters to tell where the hero is.
Report, edit, etc...Posted by Shocko on 2006-07-08 at 23:50:26
EDIT: Wait are you having difficulty trying to figure out which square the hero would be in? (Sorta like a zelda map where you cross over seamlessly.)

If so, you could use a larger grid on the edge of the map, like photon cannons or something, and simply use x/y counters to tell where the hero is.

thats what ive been saying all this time using x and y counters :s
Report, edit, etc...Posted by Zeratul_101 on 2006-07-09 at 12:08:48
wilhelm, just chill a little

anyhow, i think this is what you wanted. it only involves three triggers and 2 locations and its as simple as its gonna get. it doesn't use 256x1s, but i haven't heard you say anything contrary to the idea thats only purpose was to find the location.



ADDITION:
its does use the 20x12 main unit centering that you say wouldn't work, but its still fairly sensitive and wouldn't mess up on a diagonal route through the corner. if you're worried about it centering on an adjacent square before centering on the corner square, then you can add a timer delay of some sort.

ADDITION:
also, the terms entrances/exits are relative. if you can get into a space, then that space has an entrance. if you can leave a space, then that space has an exit. just because the entrance/exit is the entire length of the wall doesn't dissolve the fact that its still an entrance/exit.
Report, edit, etc...Posted by Wilhelm on 2006-07-09 at 12:17:39
I can't believe it's that simple. I had always thought it'd be alot harder than that, but yeah, it does work. Now, will the same thing work with map revealers? I might not always have walkable terrain in the center of the square.

Sorry, I was kinda snappy, but I've been a little irritable the past week (my sleeping scedule has been really fluxating).
Report, edit, etc...Posted by Zeratul_101 on 2006-07-09 at 13:07:30
blink.gif map revealers, as the centering unit? i thought you couldn't detect them?

ADDITION:
the systems works with any unit that can be detected by the bring condition
Report, edit, etc...Posted by Wilhelm on 2006-07-09 at 23:00:04
Yeah, they can be placed on any terrain is why. I suppose I'll just have to be careful about putting non-walkable terrain in the center of my squares.

Thanks.
Report, edit, etc...Posted by Zeratul_101 on 2006-07-10 at 15:01:21
is your character an air unit? cause i see no other reason to bother putting a centering unit where you couldn't walk to. unless you're doing some grid-based functions.

you're welcome
Report, edit, etc...Posted by Shocko on 2006-07-10 at 23:39:09
the word vulture spider mine springs to mind yawn.gif
Report, edit, etc...Posted by Dr.Shotgun on 2006-07-11 at 04:32:33
Friend of mine gave me this solution:
(It's Zealot's solution with 2 triggers and 1 location)
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