Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Mobile Grid Direction of Moving Detect
Mobile Grid Direction of Moving Detect
Feb 26 2008, 5:45 pm
By: Impeached  

Feb 26 2008, 5:45 pm Impeached Post #1



In this map, I have a system where, if the player unloads the firebat (jump skill), they will jump a few tiles forward in the next direction they move.

So for my system, I first do the using of the skill, then once the player moves out the of the .75 x .75 location that was centered on him, nine scourges are created. A scourge keeps being removed and a location re-centered until the player's ghost is found under a scourge. Then, using the count of the number of scourges that were removed (let's name it Y) it teleports the person's ghost to that location, creates 9 marines (ground units so you can't jump over walls), and removes Y marines, doing the location again, etc., until 3 tiles.

But it doesn't work. The player's ghost doesn't go in the correct direction. =/

Attachments:
Ghost.scx
Hits: 4 Size: 57.45kb

Post has been edited 1 time(s), last time on Feb 26 2008, 5:50 pm by Impeached.



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Feb 27 2008, 2:06 am Test Post #2



Edit: I completely misread the problem :><:

I'm looking through it right now.

Post has been edited 6 time(s), last time on Feb 27 2008, 3:36 am by Test.



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Feb 27 2008, 3:24 am stickynote Post #3



I haven't tried this, but if you make a mobile grid around your unit, but make the mobile grid follow along slightly slower, then you can determine which location your unit went into and therefore which direction.



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Feb 27 2008, 3:29 am Falkoner Post #4



Scourges are not 1x1, a combination of scourges and observers is closer, the best way is to just have a test that slowly removes them one by one, so you can find the true order and make grids based on that.



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Feb 27 2008, 3:34 am Impeached Post #5



I got it to work using a slightly different system, with corsairs instead of scourges. When the player moves, it creates a grid on top of the new location of the ghost, then wherever the grid overlaps with where the ghost was originally, it moves in the opposite direction.



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Feb 27 2008, 3:36 am Test Post #6



You created 9 scourges, but only go to remove 8 of them when checking the Y. You need to remove the center scourge or else you won't be getting the correct direction.
Also, you have the 9 marines around the ghost, which is like having 10 units. So change the create 9 marines to 8 marines, and delete the last movement trigger.

What editor are you using?



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Feb 27 2008, 3:39 am Impeached Post #7



I took out the marines and just decided to use a different system to stop high jumping. It's now all corsairs.

I use SCMDraft2.



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Feb 27 2008, 3:42 am Test Post #8



Does it all work now?? If not, upload it again.



None.

Feb 27 2008, 3:56 am Impeached Post #9



It works.

Quote from '3 posts ago
I got it to work using a slightly different system, with corsairs instead of scourges.
Thanks anyway though.



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