Staredit Network

Staredit Network -> UMS Assistance -> Quick Grid Question
Report, edit, etc...Posted by TheOddAngel on 2005-07-03 at 14:04:38
I jsut recently looked at Miliniums Grid system Tutorial and it made so much sence! But I do have some questions... At the moment the only one is... If you center the location over a zling owned by player 1 will the location STAY in the bottem left corner?

BTW: Can someone explain how to use a movement system with this... You know... Say move up and the marine moves up... Would you need 4 triggers Per gridspace?
Report, edit, etc...Posted by Sniper on 2005-07-03 at 14:47:07
you would need one trigger per grid space.
Say you have 4 directions around the unit. North, west, east, south.
When you move north, your unit will enter location "North". When that happens, you center the location onto the unit and do the grid system all over again. Same with east, west and south.
Report, edit, etc...Posted by MapUnprotector on 2005-07-03 at 14:50:57
QUOTE(TheOddAngel @ Jul 3 2005, 02:04 PM)
I jsut recently looked at Miliniums Grid system Tutorial and it made so much sence! But I do have some questions... At the moment the only one is... If you center the location over a zling owned by player 1 will the location STAY in the bottem left corner?

BTW: Can someone explain how to use a movement system with this... You know... Say move up and the marine moves up... Would you need 4 triggers Per gridspace?
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If you center a location over a unit, it centers directly over the unit. Where the location is depends on where the unit it's centering over is.

So the location will stay in the bottom left corner if the zergling it's centering over is in the bottom left corner.
Report, edit, etc...Posted by in_a_biskit on 2005-07-03 at 21:44:26
Millenium's grid system describes a stationary, burrowed grid system, not a mobile grid system - he uses preplaced zerglings, whereas a mobile system spawns the grid each time you want to use it.

A movement system normally uses a mobile grid system, not a burrowed grid system.
This is one map you can look at if you would like to learn more about using mobile grid systems: LeagcyWeapon's Direction Detection - http://www.staredit.net/index.php?download=2756
Report, edit, etc...Posted by Wing-of-no-Wing on 2005-07-03 at 22:48:47
This example was something I made to test keyboard control of a ship. The system hasn't been implemented into anything yet because of the lag inherant to the fact that it uses unit building for control, and the fact that making it turn when it's not moving is a pain (so I didn't bother with it). To test this example, hotkey the starport within the first few seconds of the game. Then press D to toggle the throttle on/off and V and B to turn counter-clockwise and clockwise respectively. Also, don't fly over the shipyard because BCs are used for both the grid and as a control key. Weapons haven't been implemented in this test, so you can just use the BC's guns and yamato (you have to do it manually though, and face towards the enemy ship).

It uses an 8-piece mobile grid system based on the principle of Millenium's grid system, but with the grid itself always being made and removed around the unit being controlled, the unit can be moved to any point. The grid itself is removed so quickly that when playing the map, it is not even visible except when one of the above glitches occurs, but feel free to look in the triggers to see how it works.

Attached File Flying_System_Test.scm ( 28.1k ) Number of downloads: 1
Report, edit, etc...Posted by MillenniumArmy on 2005-07-04 at 00:31:17
When i use the mobile grid system, i would make 9 overlords (or sometimes mutalisk; they both work). But the thing about them is, for the last column (the right one), it doesn't removes units from bottom to top, instead it does top to bottom unlike the first two columns.
Report, edit, etc...Posted by in_a_biskit on 2005-07-04 at 03:26:41
That's because of the order in which the units are created is in a spiral-like pattern - so the order that units are created on the left side might be from top to bottom, but on the right side it would be from bottom to top (because it is the opposite side of the spiral); and the order in which units with the same x-coordinate are found (and removed) by triggers is dependent on the order in which they were created.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-07-04 at 07:30:36
QUOTE(Wing-of-no-Wing @ Jul 4 2005, 02:48 AM)
This example was something I made to test keyboard control of a ship. The system hasn't been implemented into anything yet because of the lag inherant to the fact that it uses unit building for control, and the fact that making it turn when it's not moving is a pain (so I didn't bother with it). To test this example, hotkey the starport within the first few seconds of the game. Then press D to toggle the throttle on/off and V and B to turn counter-clockwise and clockwise respectively. Also, don't fly over the shipyard because BCs are used for both the grid and as a control key. Weapons haven't been implemented in this test, so you can just use the BC's guns and yamato (you have to do it manually though, and face towards the enemy ship).

It uses an 8-piece mobile grid system based on the principle of Millenium's grid system, but with the grid itself always being made and removed around the unit being controlled, the unit can be moved to any point. The grid itself is removed so quickly that when playing the map, it is not even visible except when one of the above glitches occurs, but feel free to look in the triggers to see how it works.

Attached File Flying_System_Test.scm ( 28.1k ) Number of downloads: 2

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I was playng your test and it all seemed quite logical, the thing i didnt understand is how the mouse would just lock onto the bc
Report, edit, etc...Posted by (U)Bolt_Head on 2005-07-04 at 12:23:28
QUOTE(TheOddAngel @ Jul 3 2005, 01:04 PM)
If you center the location over a zling owned by player 1 will the location STAY in the bottem left corner?
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Anytime you center a location it will STAY where it was centered to for the rest of the game (ie even if the unit moves away).

To move it again the trigger needs to fire again (or another trigger centering that location)
Report, edit, etc...Posted by in_a_biskit on 2005-07-05 at 06:30:40
QUOTE(Massena @ Jul 4 2005, 09:30 PM)
I was playng your test and it all seemed quite logical, the thing i didnt understand is how the mouse would just lock onto the bc
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In single player mode, SC moves the mouse cursor to the middle of the screen whenever it centers your view with the action "center view". It doesn't happen in multiplayer mode though.
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