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Staredit Network -> Concepts -> Dieing unit detector
Report, edit, etc...Posted by Shocko on 2007-01-20 at 08:57:28
A good concept yes, but hardly a motive to start mapping again. I think the chances of getting this to work good is slim, however it could become okay.
Report, edit, etc...Posted by Falkoner on 2007-01-20 at 10:59:03
Hmm... Still great fot having units drop things, since it will make it so the units sort-of randomely drop the item.
Report, edit, etc...Posted by Kookster on 2007-01-20 at 14:25:42
It got me going again cause its something i didnt know, expirimental maps is all I did when i mapped so I knre quite a bit, so this got me wondering.

Ok you can detect every kill but im still having trouble making it look smooth in game.
Report, edit, etc...Posted by Lethal_Illusion on 2007-01-20 at 22:28:39
QUOTE(Kookster @ Jan 20 2007, 02:25 PM)
It got me going again cause its something i didnt know, expirimental maps is all I did when i mapped so I knre quite a bit, so this got me wondering.

Ok you can detect every kill but im still having trouble making it look smooth in game.
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Could you elaborate on how you detected every kill? All of my tests have had the random detecting results I spoke about (and not just that trash test map).
Report, edit, etc...Posted by Kookster on 2007-01-21 at 02:26:43
ok your detection way is cool, but it only works if the unit is still alive by the time it gets to the trigger its self. So what i did was add another location, then make that location center on that unit as long as its alive, now if the unit dies it stops centering. Problem is sometimes it dies then it goes on to center on the other units. I have to redo my trigger system. Give me a day or two i should have it.
Report, edit, etc...Posted by Lethal_Illusion on 2007-01-21 at 15:27:57
QUOTE(Kookster @ Jan 21 2007, 02:26 AM)
ok your detection way is cool, but it only works if the unit is still alive by the time it gets to the trigger its self. So what i did was add another location, then make that location center on that unit as long as its alive, now if the unit dies it stops centering. Problem is sometimes it dies then it goes on to center on the other units. I have to redo my trigger system. Give me a day or two i should have it.
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...So basically you just have a location on each unit? If that's the case, it has been done many times before. The problem with that is you need a location for each unit around you, which wouldn't be good in most RPG's...

My thing litterally detects the unit that dies in the process of dying, no matter how many units there are around it.
Report, edit, etc...Posted by Shocko on 2007-01-21 at 16:03:46
After reading what kookster said, I realized he had the wrong idea, Lethal's method is for many units and detecting when it is dying, yours is detecting a unit, when it dies.
Report, edit, etc...Posted by Kookster on 2007-01-22 at 00:52:10
QUOTE
...So basically you just have a location on each unit? If that's the case, it has been done many times before. The problem with that is you need a location for each unit around you, which wouldn't be good in most RPG's...
O gosh no!! and I actaully totally re did my system so it works way better now. The only problem it has is it doesnt center on the right spot everytime, it does most the time but not everytime. How it detects every death is like this:

1) First it does the intial check which moves the unit then gives it then moves it back.
2) then it detects whether that unit is still owned by the same player, if it is it sets a death counter.
3) then it checks if there is a unit at all (to see if it died before 2 could happen) if there is none it sets the death counter.(expirimental tho)

Those 3 triggers are repeated over and over. Its pretty simple in a way, here it is:

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Well after some mod research I found that it is impossible to detect it every time, so it will have to be random for the centering.
Report, edit, etc...Posted by Lethal_Illusion on 2007-01-23 at 17:48:54
QUOTE(Kookster @ Jan 22 2007, 12:52 AM)
O gosh no!! and I actaully totally re did my system so it works way better now. The only problem it has is it doesnt center on the right spot everytime, it does most the time but not everytime. How it detects every death is like this:

1) First it does the intial check which moves the unit then gives it then moves it back.
2) then it detects whether that unit is still owned by the same player, if it is it sets a death counter.
3) then it checks if there is a unit at all (to see if it died before 2 could happen) if there is none it sets the death counter.

Those 3 triggers are repeated over and over. Its pretty simple in a way, here it is:

[attachmentid=22668]
Well after some mod research I found that it is impossible to detect it every time, so it will have to be random for the centering.
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This seems to be buggier and work less than my version...

And moving/removing may not be the only actions that work on dying units if anyone else wants to experiment with it...
Report, edit, etc...Posted by Kookster on 2007-01-23 at 17:52:37
I might of uploaded the wrong one. And I take back what I said about it being impossible, its more like improbable.

yeah I uploaded the wrong one, that was a test, trying to see how well it would work if i add a 3 detect trigger. The best one used only 2 repeated ones.
Report, edit, etc...Posted by Lethal_Illusion on 2007-01-23 at 18:09:59
QUOTE(Kookster @ Jan 23 2007, 05:52 PM)
I might of uploaded the wrong one. And I take back what I said about it being impossible, its more like improbable.

yeah I uploaded the wrong one, that was a test, trying to see how well it would work if i add a 3 detect trigger. The best one used only 2 repeated ones.
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So did the real working test map work every time? Or was it just about the trigger usage?
Report, edit, etc...Posted by Kookster on 2007-01-23 at 18:23:02
it didnt center on the correct unit everytime that was the problem. Me and Kenoli have come to the conclusion you cant always detect it. Just like you said with your first post.
QUOTE
Take note, that as I said before, it only works sometimes. I think this is because the animation/gameplay runs more times than the trigger loop, and when they run at the same time, the dieing unit can be detected, so don't think up some crazy vhp system.
I think your correct too.
Report, edit, etc...Posted by Doodle77(MM) on 2007-01-23 at 18:31:16
QUOTE(Lethal_Illusion @ Jan 16 2007, 10:42 PM)
and if the unit could not move, it was a dieing unit.
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This specifically works because of nobrkcodestart+end in iscript, which makes the unit stop accepting orders. The same effect will happen when the unit casts a spell.

EDIT: Ohhh, you meant like Move Unit not order the unit to move...
Report, edit, etc...Posted by Kookster on 2007-01-23 at 18:47:14
QUOTE
EDIT: Ohhh, you meant like Move Unit not order the unit to move...
Yep
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