Staredit Network

Staredit Network -> UMS Assistance -> Make Wierdness
Report, edit, etc...Posted by Staredit.Net Essence on 2006-02-06 at 04:12:22
My map is basically done except for 1 errors. Play it select frogger then wait until yellow units apear. Those yellow units are supposed to be moved into diffrent locations but they dont. If you open the map(I dont think it works on starforge for whatever reason) look at trigger Place Cars in any of the players 1-6. Thats the trigger to move them but for whatever reason it doesnt work. I need it to. Tell me why it isnt working and w.e

Also I need to know what you think about the map so far. This is just for engine testing. For the final release im going to reorganize the engine to make it run faster and some other things i cant currently disclose.

Map:

Ive asked a lot of people and they just dont know for w/e reason. Happy:
Looking at, Stealing(a so far crappy map), Laughing at, Pooning over, this map
Taken Out at The Request of owner.
Report, edit, etc...Posted by Corbo(MM) on 2006-02-06 at 18:06:48
Since we have no sen attachments happy.gif ill suggest basic stuff that you probably didn't missed
-double check the trigger is for the right player
-check the locations are placed where u want them to be
-make sure the path is walkable
-make sure the actions/conditions are active
-make sure you are using "issue order units to move from X to Y"

that's all, btw i suggest to post a link from an outer filehosting site
have fun.
Report, edit, etc...Posted by Fwop_ on 2006-02-06 at 18:58:02
Try changing the tile on where player 8's units are being moved to. Though, it still looked like there were some problems when I changed it.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-02-07 at 01:53:18
Corbo- Dont you think i did those things??? And just right click->>Save As->> w/e and it works.
Zombie- That was pure Spam.
Fwop_-I did like 5 diffrent tilesets thats not it.

Apparently ive befuddled everyone else too. Wtf is wrong with my map ill give you 150 minerals if you solve. Uberness needed.

ADDITION:
Apparently nobody is uber enough for the challenge. I say.
Report, edit, etc...Posted by in_a_biskit on 2006-02-07 at 06:40:49
The problem was actually quite hard to point out, because it comes from a completely unsuspected area.

The trigger is perfectly fine.
The terrain is the problem.

The terrain you're trying to move to is selected from the edge of a ramp. Surprisingly enough, you can move as normal over it without difficulties, but you can't create units on it or move units to it - which is why your units aren't being moved. You can use the tile from the middle of the ramp, though.


It seems like you might have some more problems to deal with, though... the p8 units don't like walking in straight lines... and your controls for moving up and down don't seem to be working, or at best buggy...

PS. It seems like Fwop discovered exactly what I did, just didn't say much about it..
Report, edit, etc...Posted by Staredit.Net Essence on 2006-02-07 at 23:08:26
I think there are more terrain problems. The units dont move in strait line because of terrain. The Movement system at start wont go down because there is no burrowed ling down to go to. They go left and right. but wont go past that 1 block of terrain. I know its terrain because if you go left right left right fast the drone will circle around then sometimes go to bottom of area. Then if you choose firebat it will go up. Press it again it wont pass that terrain. Im unsure of why this happens or the affects of terrain on units/ect. somebody should find this stuff out.
Report, edit, etc...Posted by O)FaRTy1billion on 2006-02-07 at 23:15:14
Movement is never strait. I once was testing this and had just plain terrain, tried giving them a specific path of low/high terrain, etc.
Best way to keep them strait is with a few more locations to guide them.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-02-07 at 23:28:48
Crap sad.gif i need them to go somewhat strait sad.gif I havent been able to test recently i gotta fix smile.gif
Report, edit, etc...Posted by Rantent on 2006-02-08 at 03:19:05
QUOTE
Movement is never strait.
It is on some special terrain peices.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-02-08 at 03:27:13
Movement goes strait on normal iso/rectangular terrain because the pathing is programmed that way. Now im having major trouble with movement system.

I redid stuff to make it work and to fix pathing. Now i cant get the controller to work a but most other stuff is fine.

Heres the fixed map for refercence:
Taken Out at The Request of owner.
To Download:
Right Click->>Save Target As->>Rename to "FroggerExtreme.scx"
Report, edit, etc...Posted by in_a_biskit on 2006-02-08 at 08:07:16
I think the movement system isn't working very well because the 'left-to-right' rule is getting confused by your perfectly placed grid of zerglings - that is, it doesn't consistently give the zerglings from bottom to top or vice versa.

Deathknight once said in case of a tie for 'leftmost unit', it was dependent on the order in which the units were created (or preplaced in this case) - so maybe remaking the burrowed grids, making sure that you always place from bottom to top, is a solution.

Or, you can shift all the zerglings slightly, so that one of the zerglings is always the leftmost (by a margin of a single pixel). Done over the whole grid though, you might have some noticeable 'skewing' of the grid.

--
As for straight-line movement, I don't think it always is straight even for normal isometric terrain, especially if going over significant distances. The only remedy I've heard of is to use "way-points" - order the units to go to successive locations along the desired path. But it looks like you might have been able to achieve something just by manipulating the terrain, so that's good.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-02-08 at 22:29:05
Lol. Im going to check this out. I forgot how the grid system worked because i havent used one in a bit. I made triggers they went right then down. Not right then up. Therfore i only got the move left/right triggers correct and the up down triggers are wrong. Thanks for reminding me. Time to test. and whats this about What DK said? you confused me on that part.
Report, edit, etc...Posted by in_a_biskit on 2006-02-08 at 23:56:51
Remember that when you say "give 1 zergling owned by player 1 at 'location' to player 2", the zergling that gets given is always the leftmost one in the location.

In the case that two zerglings happen to be both the leftmost, then DK showed that the one that gets priority depends on which one was created first. (Now that I think about it, it's probably related to the unit number - ID or whatever you call it...)

In your case, I'm guessing that all of the zerglings in the same column tie for 'leftmost' (ie they have the same x-coordinate); so if they were created in a non-consistent manner then you'd run into problems when moving vertically.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-02-09 at 21:27:33
The problems moving vertically. Have to do with my triggers. to move up or right there needs to be a zergling below(up) and to the left(right) of the unit. therfore im having problems with my map. The way the up and right triggers run is that they give a zergling to player 11 and then move it to the next p12 zergling give that to p11 then move to a 3rd and order the unit to that location spot. But when there is no p12 unit there because they were given to p11 it messes up and centers on the center of the X or Y coordinate location. Thefore making the drone stay still.

What i said in my previous post was that I got up and down triggers backwards. Which i did but you could in turn use the move up unit do go down and move down unit to go
up. So now if have to make a new trigger set to move them them right if there is only 2 p12 zerglings in the X,Y locations to only give 1 of those to p11. Just more work but i can fix it smile.gif.
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