Staredit Network

Staredit Network -> Concepts -> Moving Location.
Report, edit, etc...Posted by Kenoli on 2004-08-07 at 21:43:08
Im trying to think of a way to move locations near a unit, but not right on top of it.
So that when you move your unit somewhere this location stays in the same relative location to the unit. Anyone have any ideas? i cant think of anything.
Report, edit, etc...Posted by Sama- on 2004-08-07 at 22:18:45
well, you always have a unit following player 1 (such as a dt) but have a location of player 1 that makes it so the dt cant enter the ON TOP location... such as a halt of freeze order... (check the map making hints and trcks guide) then have aunit centered on top of the follower smile.gif

however at the same time u have the freeze order have a looping follow order...

this wont work howver.. if ur guy doubles back.. then there will be a brief period when they are near... and also a place where the enemies cant go(unless its an observer)(also dont have this person be the same race
Report, edit, etc...Posted by BeeR_KeG on 2004-08-07 at 22:25:07
Complicated but effective.(I just thought of this)

Make 4 locations at each corner of the map.
Create 1 observer at each location and have them follow the unit.
Make a location follow each observer.
When a observer gets to the one thats near the heroe delete the older observer.
There will be 4 locations at each side of the heroe, but not on top of it.

It's complicated but it can work and works with backing up.

Now someone need to figure out how to know when a unit backs up.
Maybe using this method but with wraiths and different location placement?
Report, edit, etc...Posted by Sama- on 2004-08-07 at 22:27:44
yours doesnt work.. the location doesnt follow the hero... just until the observer gets near the older one, then dies
Report, edit, etc...Posted by CheeZe on 2004-08-07 at 22:28:51
make a grid system.

hard to explain it..dont' know where to find a map =/

check the tutorail section

my very weird explanation:

create a certain amount of scourges(or zerglings), remove another certain amount so the one you center a location on is at the right place. then you center the location on the unit. add hyper triggers for full effect. <---- very bad explanation but i'm s ure there is a map somewhere.
Report, edit, etc...Posted by BeeR_KeG on 2004-08-07 at 22:29:07
Maybe when the older observer dies make a trigger to make the location follow the newer observer.
Report, edit, etc...Posted by Sama- on 2004-08-07 at 22:30:47
and what would the newest observer follow? the person? and where would that observer end up? on top of the persoN! and so where would the location be!? on top of the person.. which is not desirble
Report, edit, etc...Posted by Vindexus on 2004-08-07 at 22:31:37
Do something like this
CODE

Players
- Players
Conditiosn
- Whatever
Actions
- Center location Marine on Marine
- Create 2 observers at Marine
- Create 1 Mutalisk at Marine
- Center Location Mutalisk on Mutalisk
- Remove Mutalisk
- Remove Observers
- Do whatever you wanted at location Mutalisk
- Preserve


To change where the location is, just create more observers.


Edit: I just realised I've always thought of this but never test it, so it might not work, I'm going to make a map showing this in a bit.
Report, edit, etc...Posted by Sama- on 2004-08-07 at 22:34:25
that would work... EXCEPT for the fact that if the person stops the location becomes centered on him... my way would work look up top!(i just dont have it in player,action,condition form)
Report, edit, etc...Posted by BeeR_KeG on 2004-08-07 at 22:36:21
I'll explain my method more specificaly tommorow, it's late and I thought of it in like 5 mins.
Report, edit, etc...Posted by Sama- on 2004-08-07 at 22:39:01
okay! see you then.... goodnight!
Report, edit, etc...Posted by Kenoli on 2004-08-07 at 23:15:26
With BeeR_KeG[eM]'s way it would only happen in the time it takes for an observer to fly all the way across the map, right? I dont think that would be very usefull, and it seems like other things could mess it up.

Vindexus, it displaces where the mutalisk spawns so that the location in near the unit but not on it. Its what i was looking for but, will that be visable to a player? and i wanted to get the location far enough to be out of sight of the unit, and the whole area units can spawn in isnt that far away, so the location (that would be on the mutalisk) would still be in sight.
Ill test it and tell you what happens
Report, edit, etc...Posted by Sama- on 2004-08-07 at 23:21:12
whhaaaatTt! my works better then any of theres... you have a unit following it and it CANT enter the location so there is no way it can get close enough!
Report, edit, etc...Posted by Kenoli on 2004-08-08 at 00:13:59
I dont want the location right beside the unit, i want it right out of sight of the unit. I created a test map, play it and look at the triggers to see how its works.
There are a few flaws in the design (like if the location is over unpassible terrain it wont spawn, and its within sight of the unit)
Report, edit, etc...Posted by Thermo on 2004-08-08 at 00:27:35
Vindexus has the best methodology for doing it, it uses a lot of unit spawns but you can put a location out of the sight of a player with his methodology, but instead of using a small unit like an observor use a big unit like an over lord, and you will need multiply spawnings to move it out of sight but it can be done.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-08 at 00:44:33
Kenoli, it would be very difficult to center a location a long distance away from a unit. The displacement method will only work out so far, and unless you want to lag the map to hell it can only displace it a few tiles.

However the displacement method can be altered to copy itself and jump from one spot to the next like in my map Shoot Out. But instead of haveing a explotion beam go all the way across the map you would have it copy a specific amount of times without killing any units.

==========================
The method Sama- mentions would work but it is very specificly a location that follows the unit. And to do that you don't need a dt at all it can be acomplished with two locations like this.

Conditions:
-Current player brings exactly 0 men to Location 1
-Current player brings exactly 0 men to Location 2
-Switch 1 is clear
Actions:
-Center location 1 on men owned by current player
-Set switch 1
-Preserve Trigger

Conditions:
-Current player brings exactly 0 men to Location 1
-Current player brings exactly 0 men to Location 2
-Switch 1 is set
Actions:
-Center location 2 on men owned by current player
-Clear switch 1
-Preserve Trigger

Then what you do is use the switch to toggle your action between the two locations. So I can do this

Conditions:
-Switch 1 is set (location 1 was just centered so 2 is away)
Actions:
-Center location "Far Off" on 'indpendant command center at location 2
-Preserve Trigger

Conditions:
-Switch 1 is clear
Actions:
-Center location "Far Off" on 'indpendant command center at location 1
-Preserve Trigger

Note: centering the location on the independant command center will be the same as centering the location on the other location.

Now unlike the DT method this wouldn't work too well if the locations were large. Cause they only jump in increments equal to the locations size. You could instead make a loop of like 6 locations but then the unit could walk in a circle haveing the tail really close.

Oh well censored.gif it looks like i dug myself into a hole. And to think i was going to stay out of this topic. Pfft I guess every method has its advantages and disadvantages. Could you tell us why you need the location centered away from the unit. (i can't play your map sorry)
Report, edit, etc...Posted by Vindexus on 2004-08-08 at 00:56:38
I did some research on my method and it doesn't seem to work. What I did was have it create 1 Science Vessel for each player over my marine and then I wrote down the order that they spawned in.

Type A
7 6 5
8 1 4
X 2 3

Type B
6 5 4
7 1 3
8 2

Type C
6 5 4
7 1 3
X 2 8

Then the pattern that they happened in was like this
1=a
2=a
3=b
4=c
5=c
6=c
7=c
8=c
9=c
10=a
11=b
12=c
13=b
14=a
15=a
16=c
17=a
18=a
19=b

I gave up after that deciding that I could find any pattern in it.

BTW, I did this by doing Create 1 SV for All Players. I figure that would make it for P1 then P2 then P3 etc. Am I mistaken?
Report, edit, etc...Posted by Kenoli on 2004-08-08 at 00:57:07
bolthead, to be honest, i have no clue what those triggers would do sad.gif
Try that map i made, i used the displacement thing, you will see about how far away the location moves from the one unit.

I had another idea.
You center a large location around the one unit, and have a observer follow it around, but keep the observer from being able to enter the location. Center a location on the observer and there you have a location that could be out of view of the one unit. (if you made the location around the unit big enough) The problem might be if the unit go backwards or towards the observer... any ideas for that?
Report, edit, etc...Posted by Sama- on 2004-08-08 at 01:38:56
its easy to make it out of the sight of the unit... make the location centered on the player REALLY big.... duh!
Report, edit, etc...Posted by Stereo on 2004-08-08 at 01:49:47
Eh? The number of units that spawn is based on distance from the center, not location size.


Does it matter what direction the location is in? or does it just have to stay away.

Fear the map. It changes where the thing is depending what way you walk. The reaver deaths indicate where "remote" location is. If you disable the last 2 actions in P1's trigger (preserve and remove units) you can see where they spawn.
Report, edit, etc...Posted by Sama- on 2004-08-08 at 02:09:48
your not understanding the first location is centered on a unit... which the observer/dt cant get in because you will set a freeze.... so if the first location is HUGE the observer/dt wont be anywhere near it... then the location that he will be doing stuff with will be centered on the observer/dt
Report, edit, etc...Posted by Kenoli on 2004-08-08 at 02:19:01
i think ive found a way to do it. Im still testing it out...
Ill try that map you made stereo...
-edit,
the reaver is far enough away, but never changes position from the archon, if you had some unpassible terrain and the reavers passed over it they would not be able to spawn and cause that annoying warning buzz
-edit again,
I made a map, it seems to work well.
test it and try to find any errors in it.
if you watch carefully you can see the observer..
(the SCV spawns a zergling at the location in question)
Report, edit, etc...Posted by Stereo on 2004-08-08 at 03:46:08
Yea I realize that, but I don't know what you're using the location for and I didn't think you would probably need to be spawning and killing units over and over.



I have no idea how you tell a unit NOT to enter a location pinch.gif
Report, edit, etc...Posted by Kenoli on 2004-08-08 at 04:25:12
Edit,

This map shows what im trying to do, it works pretty well.
You have a marine and some units will randomly appear and attack you.
The problems are that the units will spawn from behind you, and if you backtrack you will end up with units spawning right beside you, or having the DT attacking you. Test it, maybe someone can use this for a map, maybe with a little fixing biggrin.gif
Report, edit, etc...Posted by Stereo on 2004-08-08 at 10:56:09
Ah, now I understand biggrin.gif Maybe my map would benefit from using ground units like reavers.. that way if they hit a wall it will kinda "splash" outwards in one direction.
I was thinking it would probably be better to split my one trigger into a couple so it's easier to make the distance even farther.\

Also you wouldn't want to run this at full hyper trigger speed, maybe a 1/64 chance to run it with switches (about 7-8 seconds average between firing) and then create units every time. Experimenting with the exact number would be good.
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