Staredit Network

Staredit Network -> UMS Assistance -> City Life
Report, edit, etc...Posted by A_of_s_t on 2006-04-27 at 15:53:49
On the Godfather, there is a large range of people and cars, now I was wondering if anyone had a perfected city life other than just running the junk yard dog, because for some reason or another, the cars end up piled ina corner... and maybe there should be a way to create cars at certain points for the population doeesn't go down... Anyone?
Report, edit, etc...Posted by Toothfariy on 2006-04-27 at 17:43:01
your best shot would be to order certin units to patrol to a far location. or even if you wanna get spicy, have them go through cycles of patrols contralled by switchs
Report, edit, etc...Posted by Corbo(MM) on 2006-04-27 at 18:33:52
Meh...place some locations in corners and order the cars or w/e to move to those locations and the move to others and then come back..
Report, edit, etc...Posted by dumbducky on 2006-04-27 at 19:19:00
DEAD had a pretty good system in his GTA map. Take a look at that and ask DEAD how he made it work.

An easy solution would to have a series of locations that units are going in circles through. But that would look somewhat cheesey if the locations are closed and the units are in straight lines.
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-04-27 at 19:22:37
If you want to make a realistic city, you have to think about a city.

1stly- Why do people go places? To get somewhere. Don't make people randomly patrolling. Make everything have a purpose.

2ndly- Random occurences happen. Car crashes, robberies, etc.

3rdly- Cars don't randomly go around. They stick to the roads.

Now, this is a tad extreme, but it would be really cool to have a city where people go to work in the morning, head home, with rush hour, car crashes, fires and maybe a bomb threat? (hehe)
Report, edit, etc...Posted by A_of_s_t on 2006-04-27 at 23:41:14
I think I have an idea! biggrin.gif

I shall make a life cycle for evry citzen ( well, Ill probably have like 10 citezens and justr copy and paste )!!!

1.The man/women get out of hid house ( there be houses )
2.He/she gets into the car.
3.The car is ordered to their work.
4.The car will probably 'park' or disappear ( not exactly sure )
5.He/she may get robbed or get into a crash... ( expiremental )
6.They go home.
7.They disappear according to thier hours ( 6:30pm-8:00am )
8.Repeat
Report, edit, etc...Posted by Zeratul_101 on 2006-04-27 at 23:54:14
City life? i remembered i tried to make a map-sized city with properly functioning, randomized, 4-way intersections and drivers that stayed in their own lanes. it took about 16 triggers,8 locations, and 4 switches per intersection. I soon realized i wasn't going to have anything left for the rest of the game if i decided to do that.

anyhow, i don't suggest anyone try to create a very exact replica, but if you want, i could dig up the triggers for it(if i can find them). want them?

more on topic, your idea sounds pretty good,personally, i believe actions should be more random instead of having a "life cycle" due to more simplicity. but its your map.
Report, edit, etc...Posted by A_of_s_t on 2006-04-27 at 23:57:01
Dude, I'll take any help, I was thinking of that... It seems so hard to do, if you want Zeratul, can u make it into map form? JUST dont protect it... plz.
Report, edit, etc...Posted by Zeratul_101 on 2006-04-28 at 00:03:49
QUOTE(A_of_s_t @ Apr 27 2006, 09:56 PM)
Dude, I'll take any help, I was thinking of that... It seems so hard to do, if you want Zeratul, can u make it into map form? JUST dont protect it... plz.
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ya, i'll try to find them, i deleted the map a while ago but i think i have a text version of it somewhere or else i'll remake them. in any case, i'm busy till saturday so you're gonna have to wait awhile.
Report, edit, etc...Posted by A_of_s_t on 2006-04-28 at 00:13:24
ok, thats fine, I'll sulk... But I am starting the timer, it will be seting ans unsetting switches every 30 minutes, so it will help on certain things...
Report, edit, etc...Posted by Zeratul_101 on 2006-04-28 at 00:18:21
QUOTE(A_of_s_t @ Apr 27 2006, 10:13 PM)
ok, thats fine, I'll sulk...  But I am starting the timer, it will be seting ans unsetting switches every 30 minutes, so it will help on certain things...
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okay, you do know that this is just for cars right, and that each turn will take up one location per lane? thats why i never made a map out of it, it uses an insane amount of locations and switches.

EDIT:
well, actually, the amount of locations can be reduced by quite a bit if you don't mind cars making U-turn in the intersection lol.
Report, edit, etc...Posted by A_of_s_t on 2006-04-28 at 00:20:07
I know, but there may be a way to simplify it...

j/.k I know there is no way...
Report, edit, etc...Posted by Lord_RexJr on 2006-05-03 at 15:59:18
maybe do an ai script?
Report, edit, etc...Posted by Zeratul_101 on 2006-05-03 at 19:42:56
QUOTE(Lord_RexJr @ May 3 2006, 01:58 PM)
maybe do an ai script?
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maybe cause it doesn't exist.

Report, edit, etc...Posted by Tuxedo Templar on 2006-05-03 at 20:38:59
Well one way to do it is to generate things only in the area where the player is. That way you can cut down on lag and units, and have more precise control over activities at any given time. It won't be as dynamic as having a whole environment running all at once, but for a game like GTA I'm sure most people couldn't care less (that is in fact what the actual GTA games do).
Report, edit, etc...Posted by Toothfariy on 2006-05-03 at 20:43:16
thats probably more work then he want to do trigger wise
Report, edit, etc...Posted by A_of_s_t on 2006-05-03 at 21:25:57
Ok, if I do it like GTA, it would need lots of triggers. I dont think thats StarCraft-ably possible... My idea sounds better, with 1/2 cars just cruising while the others have set courses.
Report, edit, etc...Posted by Toothfariy on 2006-05-03 at 22:21:38
you need to make car crashes too
Report, edit, etc...Posted by Tuxedo Templar on 2006-05-03 at 22:50:34
No it's very possible. I did an experimental system with just that which generated moving units based on where the player(s) were. It wasn't too refined so they tended to go wherever, but it did correctly spawn/remove units within/outside a certain distance of the player. Getting them to move in paths or perform actions would be only an incremental step from there.

The key is using burrowed units and move location to good effect.
Report, edit, etc...Posted by Toothfariy on 2006-05-03 at 22:52:46
i want to know how you pulled that off
Report, edit, etc...Posted by Tuxedo Templar on 2006-05-03 at 22:58:41
Well for burrowed markers you can use hero defilers, hero hydras, hero lings, and drones safely (that is, they won't unburrow to attack or if hurt, except maybe the drone). Then I have 2 locations following the player: One large, one xtra large.

All burrowed markers start out as P2 (P1 is the player, for this case). Then I use give unit for all burrowed units designated as spawners (say, hero defilers) in the xtra large location to P3, and then give unit for all burrowed markers by P3 back to P2 in the large location (which makes all markers in the xtra location, but NOT the large location, belong to P3).

From there, I just center a location on each P3 spawner, spawn something, tell it to do something, set it back to P2, and repeat until there's no more P3 markers (all within one trigger loop). If I don't want to spawners spamming constantly, I just use a death counter set to a number equal to 3-6 seconds (12 trigger loops in a second) that gets subtracted by 1 every trigger loop until it's 0, at which point the spawns are allowed to activate again.


I used a very similar system to that all throughout my Rush map.
Report, edit, etc...Posted by Toothfariy on 2006-05-03 at 23:05:12
wow you give that a lot of thinking....

btw, when is rush coming out? i saw the trailer and it's off the hook
Report, edit, etc...Posted by Tuxedo Templar on 2006-05-03 at 23:07:03
Dunno yet. That depends on how much time I have to add in features. If I start running out, I may shave some off and release it sooner. Otherwise I'd like to polish it up a bit and release it later, probably in June some time.
Report, edit, etc...Posted by A_of_s_t on 2006-05-04 at 18:45:11
QUOTE(Tuxedo Templar @ May 3 2006, 08:58 PM)
Well for burrowed markers you can use hero defilers, hero hydras, hero lings, and drones safely (that is, they won't unburrow to attack or if hurt, except maybe the drone).  Then I have 2 locations following the player: One large, one xtra large.

All burrowed markers start out as P2 (P1 is the player, for this case).  Then I use give unit for all burrowed units designated as spawners (say, hero defilers) in the xtra large location to P3, and then give unit for all burrowed markers by P3 back to P2 in the large location (which makes all markers in the xtra location, but NOT the large location, belong to P3).

From there, I just center a location on each P3 spawner, spawn something, tell it to do something, set it back to P2, and repeat until there's no more P3 markers (all within one trigger loop).  If I don't want to spawners spamming constantly, I just use a death counter set to a number equal to 3-6 seconds (12 trigger loops in a second) that gets subtracted by 1 every trigger loop until it's 0, at which point the spawns are allowed to activate again.
I used a very similar system to that all throughout my Rush map.
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Problem:
P1 is human
P2-P6 are the five families
P7 is the city life
P8 is nutreal/disappearing/expiremental city life

So P2 could be P8?
Report, edit, etc...Posted by Tuxedo Templar on 2006-05-04 at 19:46:52
The concept is only that you use player owners to distinguish burrowed markers from one another. You can use any player 1-8, or even the neutral players (if you want to spare the existing ones). As long as you don't plan on having detectors in the area (it'll look odd seeing burrowed dots all over the map tongue.gif), or using those particular burrowed units for any other purpose (make sure they can't be killed and arn't ordered to attack by any "order all men" actions), then they should stay put no matter what goes on.

Better using burrowed units since it saves locations, cuts down triggers, and can be easily adjusted and tweaked as needed.
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