Staredit Network

Staredit Network -> Concepts -> Unit Sight Range
Report, edit, etc...Posted by AgenT_Nick on 2006-01-18 at 15:55:12
ok i was thinking that you can have 1 guy move and get blinded from a medic so that its sight is 1. then you can create whatever u want for your player over or under the unit to give it sight range. this could create a custom sightrange for ppl.
the farthest in what u can get is a mapreaveler and the smallest is a spidermine. this could be usefull for a arena map or a tiny arena map. who knows.
Report, edit, etc...Posted by The_Shattered_moose on 2006-01-18 at 16:15:04
I don't quite understand what you're trying to explain here, you said something about "creating under" but I really couldn't figure out what you meant by it, are you just talking about using medics to blind units, or are you suggesting some new and interesting way to make custom vision lengths.
A test map might be useful, or just explaining yourself fully.
Report, edit, etc...Posted by Oo.Insane.oO on 2006-01-18 at 16:51:44
I get it it would be a pretty cool concept to make work and it would make a whole new twist to arena maps but it would be hard and laggy to make work non-glitchy
Report, edit, etc...Posted by Mr_Mooo_Cow(U) on 2006-01-18 at 17:18:17
This is a new concept? I would not use ground units unless they are burrowed because of area conflicts?
Report, edit, etc...Posted by WoodenFire on 2006-01-18 at 17:22:04
Actually, this system is completely legit. No bugs or anything. ALl you do is setup a custom grid with 1x1, 2x2, 1/2 grid, whatever you need and however accurate you want it by creating and removing (moving and moving back) units to give slight vision, in that time, you simply apply vision to those units which are created, moved, and removed. I would recogmend that you make the grid like 20x20, or bigger. You can then place 1 burrowed unit (stacked = custom) which designates vision types. This would mean, cliff type would detect the cliffs and provent the continued vision in that area.

This is the way we are removing Height Vision Problems in Crescent Dyne RPG.

biggrin.gif
Report, edit, etc...Posted by AgenT_Nick on 2006-01-18 at 18:00:05
here i got a map for u to see.
instead of burrowed units i used air and map reavlers
[attachmentid=17013]
Report, edit, etc...Posted by nimadude on 2006-01-25 at 14:38:44
QUOTE(AgenT_Nick @ Jan 18 2006, 03:00 PM)
here i got a map for u to see.
instead of burrowed units i used air and map reavlers
[attachmentid=17013]
[right][snapback]409875[/snapback][/right]


hmm wih 12 tiles u made it create map revealers?
Report, edit, etc...Posted by AgenT_Nick on 2006-01-25 at 17:10:24
QUOTE(nimadude @ Jan 25 2006, 01:38 PM)
hmm wih 12 tiles u made it create map revealers?
[right][snapback]412767[/snapback][/right]

yes it is map revealers.
the other are not created but moved. this causes only a little slowdown.
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