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Staredit Network -> UMS Assistance -> Gravity sidescroller system
Report, edit, etc...Posted by Devil_O_Duce on 2005-07-26 at 22:17:38
ok i makeing a sidesrolling game and i want to make it so they cant go up they are just able to stay on the bottom of the map ok so here is an example




ok here is the ground they want to stay on


____________________________________________________________________

and i dont want them to be up here (X is them)

X
____________________________________________________________________

i want them to be here

____________X__________________________________________

how do i make it so they will stay on the bottom of the map?
Report, edit, etc...Posted by LegacyWeapon on 2005-07-26 at 22:24:41
It's best to make them go slowly with many many locations lining the path.

Or constantly order them to follow an air unit (which will most likely fly straight).
Report, edit, etc...Posted by Devil_O_Duce on 2005-07-26 at 22:28:20
how do i do it if i want the player to control the unit following the air unit??? can you plz post triggs for this
Report, edit, etc...Posted by Sniper on 2005-07-26 at 22:31:06
Use the air block thing where you have a location centered on the unit, and when you bring that unit to a restricted area, the unit is moved to the centered location.
Report, edit, etc...Posted by LegacyWeapon on 2005-07-26 at 22:41:20
You order the air unit to move the normal path.
Make a location follow the air unit.
Order the ground unit to constantly move to the location.
Report, edit, etc...Posted by Rantent on 2005-07-27 at 00:11:47
Well, I think he wants to be able to make the player controll the units movement, rather than have the unit follow another unit.
If this is the case, it depends on whether the bottom height of the ground would change during the game, or wether it would be constant.
Report, edit, etc...Posted by Devil_O_Duce on 2005-07-27 at 00:47:38
QUOTE(Rantent @ Jul 26 2005, 10:11 PM)
Well, I think he wants to be able to make the player controll the units movement, rather than have the unit follow another unit.
If this is the case, it depends on whether the bottom height of the ground would change during the game, or wether it would be constant.
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it is constant so.....well i dont know what to do....i dont want to have a million gazillion triggers to do it just some system that someone could show me or post triggs for it


PS: i have a trigger in their so the unit jumps so to speak....it is working but when i have him jump i want him to be pulled back to the ground i mean the

______X_____________________________________________________________

ground and that is my problem
Report, edit, etc...Posted by Rantent on 2005-07-27 at 05:02:02
hmm, well.
It could be easy if you had a genaric jump, like jump would make you go forward one square or something, but if you want it to calculate the jump angle depending on the velocity the unit is going would be harder, possible though.

Anyway, if the ground is constant, you could have a physical barrier, like simply have them walk on walkable terrain, and have the rest of the terrain be unwalkable. Or put dark templars someplace. And have them become some flying unit when they trigger a jump.

Or you could have it so if they go too high up, they get ordered back down, but that would make them stop if you went too high. Unless going too high made them go into jump mode. Which could be done with ordering in a mobile grid system.
hmm...

Mobile grid
Action 1
[create 9 mutalisk at Location]
Action 2
[remove 1 mutalisk = moves left by one square
or
remove 3 mutalisk = moves up by one square
or
remove 4 mutalisk = moves down by one square
or
remove 7 mutalisk = moves right by one square]
Action 3
[Center Location on mutalisk anywhere]
Action 4
[remove all mutalisk]
Rinse and repeat, untill you get the next step in the jump.
Report, edit, etc...Posted by Devil_O_Duce on 2005-07-27 at 17:25:29
[quote=Rantent,Jul 27 2005, 03:02 AM]
hmm, well.
It could be easy if you had a genaric jump, like jump would make you go forward one square or something, but if you want it to calculate the jump angle depending on the velocity the unit is going would be harder, possible though.

Anyway, if the ground is constant, you could have a physical barrier, like simply have them walk on walkable terrain, and have the rest of the terrain be unwalkable. Or put dark templars someplace. And have them become some flying unit when they trigger a jump.

Or you could have it so if they go too high up, they get ordered back down, but that would make them stop if you went too high. Unless going too high made them go into jump mode. Which could be done with ordering in a mobile grid system.
hmm...
____________________________________________________________________
i already have the jump system working i have a building that is automaticcly hotkeyed for 2 at the beggining and you just push 2 to get the building and you can move it to the jump location by just clicking the very top right if the map

my problem is that when he jumps i cant get him to go back down to the x without using a order action which makes them run to the bottom location unless there is a way to stop them when they get to the location.....i juist wish that there was a trigger that would make the unit stop when it gets to the location at the bottom

_________X__________________________________________________________
Report, edit, etc...Posted by Corbo(MM) on 2005-07-27 at 18:57:13
i don't really know what you try to do but here is my idea
have two location
1____________
2____________

location 1 is "air" location 2 is "ground"
so when one player brings 1 unit to "air" order all anyunit owned by Xplayer to move to "ground"
the only problem is that they can click very very fast so make the location a little big and use hyper triggers

1_________
2_x___./\__

1_________
2_____x./\_

1______x__
2______./\_

1_________
2___./\_x__

WOOT!
Report, edit, etc...Posted by Devil_O_Duce on 2005-07-27 at 20:59:51
i tried that but all it does is makes the unit run to another part of the location like he is x so here is what happens



________X______________

_______________________

and he should go down from there to here

_______________________

________X______________

but he runs to here

_______________________

______________________X

i can make it work but i would have to use over 40 locations to do it and i just want it to be plain and simple well as simple as it gets
Report, edit, etc...Posted by Heimdal on 2005-07-27 at 21:22:46
Put burrowed units in a line along the "ground" level. When they finish jumping, center a tall, narrow location on the unit, then give all burrowed units in that location to another player (like 12). Then, center the location on any burrowed unit owned by player 12, and order the player's unit to that location. Finally, give the burrowed unit back to whatever player owned it before.
Report, edit, etc...Posted by Devil_O_Duce on 2005-07-27 at 21:33:01
QUOTE(Heimdal @ Jul 27 2005, 07:22 PM)
Put burrowed units in a line along the "ground" level.  When they finish jumping, center a tall, narrow location on the unit, then give all burrowed units in that location to another player (like 12).  Then, center the location on any burrowed unit owned by player 12, and order the player's unit to that location.  Finally, give the burrowed unit back to whatever player owned it before.
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post triggs plz that seems like it would work
Report, edit, etc...Posted by Heimdal on 2005-07-28 at 01:33:32
Trigger
Conditions:
¤ End jump condition (reached a highest point?)
Actions:
¤ Center narrow, tall location on unit owned by current player at anywhere
¤ Center narrow, tall location on ling for player 9 at narrow, tall location
¤ Order unit owned by current player at narrow, tall location: move to narrow, tall location
¤ Preserve Trigger


I realized you don't really need to give the unit away after all. If you have a computer player available, you can use that instead of player 9. Just pre-place burrowed lings along the ground level.
Report, edit, etc...Posted by PCFredZ on 2005-07-28 at 14:42:00
QUOTE(corbo @ Jul 27 2005, 06:57 PM)
i don't really know what you try to do but here is my idea
have two location
1____________
2____________

location 1 is "air" location 2 is "ground"
so when one player brings 1 unit to "air" order all anyunit owned by Xplayer to move to "ground"
the only problem is that they can click very very fast so make the location a little big and use hyper triggers

1_________
2_x___./\__

1_________
2_____x./\_

1______x__
2______./\_

1_________
2___./\_x__

WOOT!
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Would not work because the unit will try to go to the center of Location 2, not the part of Location 2 with the same x-coordinate as where you are in Location 1. Go with Heimdal's solution.
Report, edit, etc...Posted by Devil_O_Duce on 2005-07-28 at 16:24:27
well that explains it.....but wouldnt the burrowed ling just come out of the ground when you order all anyunit owned by current player?
Report, edit, etc...Posted by cop29 on 2005-07-28 at 21:20:08
here is a thought.
T=turret
X=air unit controlled by the player who is sidescrolling
____=the line witch u dont want them to pass

Set it up like this.

T T T T T T T T T T T T T T T T T T T T T T T T T T T T



_____________________X______________________

Now, they can move the unit left and right, the location follows it so it ALWAYS centeres view on the air unit. if the player brings the air unit up to far, the air unit is destroyed by the turrets. in this case, u create a new air unit (same unit so location will still follow it) anywhere u want on the _____ line. like the bottom left. so the player is able to sidescroll again but cant move his unit up too far on the screen.

smile.gif
Report, edit, etc...Posted by Heimdal on 2005-07-28 at 23:18:24
Who said anything about all any unit?? Make it specific to the player's unit.
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