Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Grid and Coordinate Systems, Direction Detection
Grid and Coordinate Systems, Direction Detection
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Jul 27 2009, 5:36 pm
By: Ashamed  

Jul 27 2009, 5:36 pm Ashamed Post #1

Hear me Raor!!

So, i started to make a map again. Its a RPG and what im trying to do is make a directions detection system, So far i have it pretty good, i have 2 locations thats extend from 1 side of the map to the other, one is vertical and the other is horzontal, Then there are 3 differnt kinds of units on the side to detect the movement. If anyone knows a simple, type grid system that would be helpful.



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Jul 27 2009, 6:05 pm Kaias Post #2



Grid Systems wiki



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Jul 27 2009, 6:59 pm JaFF Post #3



OK, I moved your topic to UMS Assistance, since you're not displaying a new idea, nor are you asking for a new idea to be applied to your map.

What you have set up now is a coodrinate system, just like the Unit Coordinate Detection article suggests. If you want to detect what direction the unit has moved, you have several options.

If you want to have only the 8 basic directions (a more advanced modification of this method can give you 16 directions), you can set up a Mobile Grid around your unit (see Mobile Grids in the Grid Systems article Kaias posted) and just check which of the 8 sides the unit moved to. This method does not work if you have air units near your 'hero'.

Working from what you already have (a coordiante system), you can simply compare the new unit coordinates with the old ones via Binary Countoffs and get the direction from there. This requires a little trick to be added. If you're interested in this method, I'll describe this trick.



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[02:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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