Here is a map I have made that allows you to tell the coordinates, at any given time, of a unit. Using 2 locations per player, and a couple hundred units (more or less depending on the map size) you can greatly save on locations. This system is best used in an RPG where you have a lot of extra units, but need to save locations. With the coordinates stored in a Counter, you can then check to see if the player is at a certain set of coordinates with this system, instead of using a location to see if a player is at a certain spot.
Download the map below. It is unprotected, play it first to understand what it does. It is very simple with few triggers.
EDIT: Although this map uses them, you don't have to store the coordinates in Minerals/Gas. You could store them in death counters as well.
I'll have look then reply back and tell ya what i think.
Edit: Nice, but ppl use minerals for upgrades n gas for magic mmm unless use something else dunno Oo but still awesome ^_^
I remember when you showed me that a few days ago...
Cool then, still is.
Sorry, I cant dl it:
does it use bolt's grid system, moving locations on the edges for get its middle?
No, it is output not imput.
It reads where a unit is. My map moves a location to a specific coordinate.
Ohhhh I see, but it uses the same method, right?
well it is the same idea in the since it uses vertical locations and horizontal locations. Besides that it is compleatly differant.
This map centers a vertical and a horizontal location on a unit. Then it deturmans where the unit is by checking what unit is in the vertical and horizontal location along the side. However it only detects the units movement. (if you moved the unit via trigger it wouldn't understand its new coordinates) Correct me if im wrong SaLaCiouS. But of course the map could be addapted to check the absolute corrdinates it would require more triggers and giveing units away and such.
Ahh, now I finally get it.
You get a real big vertical location and horizontal one the size of map.
vertical = 2x64 ( on 64x64map)
Horizontal = 64x2
Then you have the location on unit follow thing.
This is right isn't it, if not please correct me or tell me what's wrong.
QUOTE(BeeR_KeG[eM)
,Jul 26 2004, 10:22 AM]Ahh, now I finally get it.
You get a real big vertical location and horizontal one the size of map.
vertical = 2x64 ( on 64x64map)
Horizontal = 64x2
Then you have the location on unit follow thing.
This is right isn't it, if not please correct me or tell me what's wrong.
It would be a 64x1 and a 1x64 location, not 2x64 and 64x2
Anytime you moved the Unit with a trigger, it requires 8 actions (I think). You have to change the stored coordinates to the new spot that you've moved the unit too, that's 2 actions. Then the other 6 actions are for clearing and setting the switches, so it knows how to modify your coordinates based on your current condition.
Interesting technique, but for its use. Give me an example of why you would need this? Maybe just to make it look interesting to the positions of units, say all of them, but then its not going to have great effect is it?
* After-thought; however, maybe it could show the real position of a unit, for a camera, or cinematic, so that when it was in progress your units would be correctly placed, or shown?
Its not really what it is usefull for it is about the windows creating it opens for you.
Let's say you have an RPG, you have a town full of civilians that you all want to have different dialogue. Instead of having to use a location over each different civilian, you could use this technique to check to see if you are at the coordinates of a certain civilian, and then run that dialogue. Hence saving on locations when you need lots of them for Location-driven Events. It's very useful.
Bolt, Useful and "the windows it opens" are the same thing...
it's a very useful concept.. I did have to say that.
I thought of this idea years ago, but I was new to mapping and never really had the idea how to execute it.
glad someone finally comes up with a way
PS: The map I wanted it for was something similiar the the Shining Force / Vandel Hearts / Final Fantasy Tactics sort of deal.
QUOTE(SaLaCiouS(U) @ Jul 26 2004, 04:45 PM)
Let's say you have an RPG, you have a town full of civilians that you all want to have different dialogue. Instead of having to use a location over each different civilian, you could use this technique to check to see if you are at the coordinates of a certain civilian, and then run that dialogue. Hence saving on locations when you need lots of them for Location-driven Events. It's very useful.
Bolt, Useful and "the windows it opens" are the same thing...
The application is bigger. You can define intervals:
If you save the position in death counter X and death counter Y:
CODE
X is exactly 10
Y is exactly 10
A 1x1 location in 10,10
CODE
X is atleast 5
X is atmost 7
Y is exactly 10
A 3x1 location at 5,10
CODE
X is atleast 12
X is atmost 15
Y is atleast 10
Y is atmost 11
A 3x2 location at 12,10
So you can basicaly define a ANY size in ANY position, and detect when the unit is there.
Thanks for pointing that out Clokr, I had already thought of that but didn't think to tell anyone else. It's exceptionally useful if you want to have a pair of triggers that might run at two different locations but do the same thing, and you don't have to waste two locations
I like this thing..I think I will use it in my map. Looks very handy ^_^
Salacious is weird, but he has good arguements
sumtin like this is used in the volleyball map
but its only one long horizontal location its used for tracking the scourge
i also used this in an unfinished map i was making for a computer dodgeball player for the tracking system so the comp would follow you vertically based on where u go it worked quite well