Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: ¿¿Midpoint between two units??
¿¿Midpoint between two units??
Jul 24 2009, 8:25 pm
By: crutex  

Jul 25 2009, 7:55 pm JaFF Post #21



Quote from crutex
Quote from JaFF
If you're not willing to use a coordinate system (which is a bad choice, believe me; it is very simple so set up), then you can either use only mobile grids (grossly ineffective) or just order two cloacked wraiths to move from one unit to the other (where they collide is the middle point; this method is really slow though).
The thing is This is a large map, and would require what 128*2 locations for a 128x128 map? Considering this is a noncritical part of the map, that seems a lot more ineffective than just changing the idea 8)

So you people think that the mobile grid solution described above will work? Would it not require 1 cycle per unit created (due to needing to check where they meet after each unit added)?
You're talking about a Location Grid. I was talking about a Coordinate System. Those are two different things. A Coordinate System requires 3 or 5 locations only (depends on how you set it up). Besides, if you incorporate a Coordinate System, you will be able to use it for many other things, which will untimately save you many locations.



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Jul 25 2009, 8:27 pm crutex Post #22



Quote from JaFF
Quote from crutex
Quote from JaFF
If you're not willing to use a coordinate system (which is a bad choice, believe me; it is very simple so set up), then you can either use only mobile grids (grossly ineffective) or just order two cloacked wraiths to move from one unit to the other (where they collide is the middle point; this method is really slow though).
The thing is This is a large map, and would require what 128*2 locations for a 128x128 map? Considering this is a noncritical part of the map, that seems a lot more ineffective than just changing the idea 8)

So you people think that the mobile grid solution described above will work? Would it not require 1 cycle per unit created (due to needing to check where they meet after each unit added)?
You're talking about a Location Grid. I was talking about a Coordinate System. Those are two different things. A Coordinate System requires 3 or 5 locations only (depends on how you set it up). Besides, if you incorporate a Coordinate System, you will be able to use it for many other things, which will untimately save you many locations.
I don't see anything about it in the wiki :O



None.

Jul 25 2009, 8:32 pm Sorrow_Faith Post #23



http://www.staredit.net/wiki/Unit_Coordinate_Detection
http://www.staredit.net/wiki/Grid_Systems
Anyway, Crutex, It'd kinda help if you said what is this 'midpoint' going to serve. is it going to be in a certain arena (which doing coordinate wuld work well), is it going to be a constant thing with some kind of spell that goes "kill any unit between these 2 waypoints" or w/e. :|

Post has been edited 1 time(s), last time on Jul 25 2009, 8:41 pm by Sorrow_Faith.



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Jul 25 2009, 8:52 pm crutex Post #24



Quote from Sorrow_Faith
http://www.staredit.net/wiki/Unit_Coordinate_Detection
http://www.staredit.net/wiki/Grid_Systems
Anyway, Crutex, It'd kinda help if you said what is this 'midpoint' going to serve. is it going to be in a certain arena (which doing coordinate wuld work well), is it going to be a constant thing with some kind of spell that goes "kill any unit between these 2 waypoints" or w/e. :|
it will create a spell effect at the mid point between two units.



None.

Jul 25 2009, 9:12 pm JaFF Post #25



crutex, after you actually read this article, post any questions you may have in this topic. :)



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[06:10 pm]
Ultraviolet -- sweet summer child
[2026-6-26. : 10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
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