Is it possible to make a semi-realistic orbit? Say an object from space is thrown to the side of a planet. It would go some distance then spiral around the planet until reaching the surface and crashing. Is this possible in Starcraft? This is what I tried thinking of, but the idea has a lot of holes:
Method:
1. The planet (a circle of certain terrain) is surrounded by one location that extends 6 tiles away from the bottom, top, left, and right sides of the planet.
2. The planet's edges are made of multiple burrowed Lurkers that belong to a computer player.
3. When a unit (let's use Scout) enters the location covering the planet, one Lurker (preferably the closest) will be given to another computer player.
4. The one lurker will have one 2x2 location following it, which orders the Scout to come to that location; and 4x4 location which makes it so that when a Scout enters this area, the lurker within the 4x4 location is given to the computer player with the majority of lurkers and a Lurker (further away from Scout) beside the Lurker that once belonged to the other computer player is then given to the computer player who only has one lurker.
5. The 4x4 location only works 3-5 times (undecided how many) and will be deactivated via switch after 3-5 uses.
6. Another 2x2 location follows the Scout which makes it so that if a Lurker enters the location, the Scout dies. Essentially, the Scout is crashing on the planet.
Problems:
-Possibility that two Lurkers are equidistant to the Scout.
-Orbit would only go one direction.
-Hard to determine which Lurker is closer or further away from the Scout (Part 3 and 4).
-The Scout may slow down too soon and never reach the 4x4 location (Part 4).
I'd appreciate it if people could help me solve the four problems. Of course, your solutions may lead to other problems, hopefully this does not happen. Good luck.
Hmm, kind of confusing, but I think I get what you're trying to say.
If you have units to spare, you can use other burrowed ones as well, to get rid of the possible switching directions due to lurkers both close enough. Or, you could have every other one a different computer, but that assumes you have only 5 players, or 6 and don't mind using P12 (no killing off quiters' units or giving them to cool people).
Have a unit being chased by another unit while being ordered to move to the center at the same time.
The red circle represents a constant "velocity" acting on the orbiting object (black circle) while the box with an X in it is the center of the orbital path pulling on the black circle. Centripetal force, hiyo. It's how real orbit works too.
In that case, how would you go about making the leading unit orbit around the area from any given starting position?
ADDITION:
Also, if the leading unit is constantly being ordered to the center of a location, then both the leading and following unit will not curve around the "planet", it will simply go straight into the center.
QUOTE(HolySin @ Aug 25 2006, 09:57 PM)
In that case, how would you go about making the leading unit orbit around the area from any given starting position?
ADDITION:
Also, if the leading unit is constantly being ordered to the center of a location, then both the leading and following unit will not curve around the "planet", it will simply go straight into the center.
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The leading unit travels in a straight line when attacked, then gets ordered to move into the center.
Here's where the fun starts: regulating how much it moves into the center. Simply said, just experiment with how long you have to wait before stopping the black circle, that is, move a location to it and tell it to move to where it currently is.
of course its possible, just gotta find which units are about the same speed as the normal planet like.
pluto ( not a planet ) would be a overlord!
and then something crazy fast like a scourge would be mercury
QUOTE(PCFredZ @ Aug 25 2006, 08:52 PM)
The leading unit travels in a straight line when attacked, then gets ordered to move into the center.
Here's where the fun starts: regulating how much it moves into the center. Simply said, just experiment with how long you have to wait before stopping the black circle, that is, move a location to it and tell it to move to where it currently is.
[right][snapback]550832[/snapback][/right]
Mind making a quick test map for me to see or troubleshoot?
ADDITION:
Also, it's making a unit go into an orbit (sorry for clarifying on the late side). So that the unit will go into orbit and be pulled by gravity once it comes within a certain distance from any side of the "planet".
I didn't spend too much time calibrating the numbers (so the orbit might stop after a few runs), but you'll see the effect.
Problem with your method is that it seems on the slow side since it's using attack. Also, it only works for one given position. I'm trying to make an object go into orbit from any given area.
QUOTE(HolySin @ Aug 27 2006, 01:28 AM)
Problem with your method is that it seems on the slow side since it's using attack. Also, it only works for one given position. I'm trying to make an object go into orbit from any given area.
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If you'd like to use a couple dozen triggers to create a mobile grid system, go ahead.
The one I posted can be applied to going into orbit from any place too, just adjust where the Boop location and the Velocity Vector start at.