Staredit Network

Staredit Network -> Concepts -> Reletive Teleportation
Report, edit, etc...Posted by The_Shattered_moose on 2005-06-02 at 21:54:03
I've created a way to teleport units reletively, as in have them teleport a set distance, but not to a specific point
This poorly made diagram may help explain it.
============================
============================
=A>>>B======================
============================
============================
The unit teleports from point A to point B, with point A being centered constantly on the unit and point be being centered on an observer, which has just been placed along with several others. Using the order of removal, one can create a number of observers sufficient to create a line, then remove all but one,
0=observers, u=unit being moved
1. u000000000000
2. u========0 (Location B is centered on this observer)
3. ======== u
Its kind of hard to explain in text, so download the map and take a look.
Edit: Yeah, download the map that i forgot to attach tongue.gif
Report, edit, etc...Posted by Rantent on 2005-06-02 at 22:54:40
The map didn't make any sense. It seemed to be a good way of creating fog. happy.gif
Anyway that has been done before, it's called grids.
And we have tutorials for everything!
While working with grids I made a mine mimic the position of a marine, which was located someplace else. So if the marine moved the mine moved correspondingly.
Report, edit, etc...Posted by in_a_biskit on 2005-06-03 at 06:59:02
I respect anyone who comes up with the idea of mobile grids independently. Good Work!
Note that observers aren't created in a line; all units are created in a kind of rectangle/circle around the center of the location, regardless of the size and shape of the location itself.
Now to make your idea better, check out these maps:
  • Here's something you can do with mobile grids: [attachmentid=9877]
  • Here's more things you can do: [attachmentid=9878]
  • Here's another way of using mobile grids: [attachmentid=9880]
  • Here's a map that's based around mobile grids: [shameless plug] Attached File ProjectilePlotter.scx ( 36.28k ) Number of downloads: 40
    [/shameless plug]
  • Here's a couple of ways of implementing mobile grids: [attachmentid=9879]
  • And here's a map that'll help you experiment around: Unit Grids
I think that's enough for now.
Report, edit, etc...Posted by The_Shattered_moose on 2005-06-03 at 10:38:07
Siigh, yet again it seems somebodys beaton me to my idea, oh well, thanks a lot anyway, those maps look really interesting.
Report, edit, etc...Posted by LegacyWeapon on 2005-06-03 at 18:45:17
Another thing that has yet to be done is make a teleporter that will teleport you toward the direction you are running.
Report, edit, etc...Posted by The_Shattered_moose on 2005-06-03 at 18:46:46
I understand Tux has a direction detection system in rush, that and grids could be combined for move detecting teleportation. But, I may have found a way to sort of detect direction, this is strictly theoretical at the moment, but I might make a test map if I get motivated enough.
It would use grids to center a differnt location on each of 8 observers, each at a differnt direction, so that when the unit moved, it would then enter one of the 8 locations, thus showing its direction of motion, I may incorporate this into a map I'm considering resuming production on, if its not too much work tongue.gif
Addition: Hmm, I made a map for it, that detects the four cardinal directions, except it doesnt work right, I'd be grateful if someone could figure out why its behaving so oddly (it worked about 1% of the time, the rest of the time the marine moved choppily.)
Addition2: Whoa! I found an anomily in the function of grid systems, instead of always going bottem-top+left-right, watch carefully in the attached replay, the action at anywhere, occured TOP to BOTTEM on the last row of marines!
[attachmentid=9901]
Report, edit, etc...Posted by LegacyWeapon on 2005-06-03 at 21:42:52
Here is also another good direction detection map that does all the directions quite accurately.
http://www.staredit.net/index.php?download=2756

Yes the grid system is not always perfect like that.
Report, edit, etc...Posted by Red2Blue on 2005-06-04 at 01:26:36
There are too many kinds of grids these days.. =X


I have however, discovered a few unknown but efficient grids that were not mentioned nor were they invented as of currently. I will post posts about them, the "9grid" and the "2-4grid."


Of all these examples they only detect One square at any given time, around the unit that they are targeting. WIth the combination of the "9grid" and the "2-4grid" you can detect infinite locations and zones around the target unit.
Report, edit, etc...Posted by in_a_biskit on 2005-06-04 at 03:10:43
Yes, it would be appreciated if you told us about your "9-grid" and "2-4 grid" in more detail please.
Report, edit, etc...Posted by scwizard on 2005-06-04 at 09:16:30
He's trying to build up suspense. tongue.gif
Report, edit, etc...Posted by glytchur on 2005-06-04 at 17:12:57
*gasp* im in awe of suspence, anyway, i dont get the whole grids thing and all, but it might come in handy, especially that direction detection thing...
Report, edit, etc...Posted by Rantent on 2005-06-04 at 19:47:57
Grids rock!
I'd like to see the systems you came up with, Red2Blue.
Report, edit, etc...Posted by Red2Blue on 2005-06-04 at 23:11:34
No, no hype... Im trying to type it right now. Probably add pictures.

Im currently creating: Tetris_Central Core, with these two grids.
As of currently it is progressing at 36%. Ill post the map on SEN soon.
Next Page (1)