| 09-01-2003, 08:03 PM | #1 |
Ok . . . this is my idea for a map - A Turn Based Strategy game. Three types of units - Cavalry, Ranged, and Infantry Each unit has a specific range to move. The ranged of the units are calculated by Circle of Powers that represent where they can move. The greater the unit, the greater the range - IE : A cavalry unit has 3 range units, while infantry only has 1. Now, I've taken the Chess map, opened up it's triggers, and found a little of what I needed. Since the whole map is based around grid type movement, I need to have the units move in a presice fascion of exact movement, as to not throw off the range calculations. I'm wondering, what type of system would I need to work off of? Would I have to region the whole map (It would be a fairly small map, 94x94) with 256x256 regions, or is there some other method? I would appreciate on how to start off my map. |
| 09-01-2003, 08:45 PM | #2 |
Guest | Here is my bomberman map.. I never finished it but one day hope to.. It uses triggers exactly how you want them.. Just take a look at them. I think i uploaded the correct version open it up and see. |
| 09-01-2003, 09:03 PM | #3 |
I tried opening it, and it gave me an error - Trigger missing or invalid. I really need to know how to detect the targeting unit. Theres 2 unit 'Event Response - Target unit of issued order' and 'Event Response - Targeted Unit' I have no clue what targeted unit represents, but I know Target unit of issued order represents the unit being clicked on. If theres a way to detect the targeting unit, that would be great. |
| 09-01-2003, 09:06 PM | #4 |
Event Response - ordered unit. Targeted unit is for the "Unit acquires a target" event. |
| 09-01-2003, 11:21 PM | #5 |
K new problem . . . how do I detect a region that is directly under a specific unit? This is how it is . . . Unit - A unit owned by Player 1 (Red) Is issued an order targeting an object Set movUnit = (Triggering unit) Set targUnit = (Target unit of issued order) Now I want the unit to center on the region directly beneath targunit (The circle of power). If they don't center on it, the range calc will **** up. |
| 09-01-2003, 11:29 PM | #6 |
Guest | You know what i found out from making my bomberman map if you want it exact you have to do 2 things... One issue the movement then after a given amount of time tell your unit to move instantly to the exact point. I found out that they don't move exactly to the point you say so if you use an exact movement system then you have to have them on the exact point or everythign will slowy fall apart which is what happened in my first revision of my bomberman map. |
| 09-01-2003, 11:33 PM | #7 |
I did find one way of solving it, but not completely. Its just to turn the turn rate to 3 and it won't screw up the system for a while. But eventually, it will add up and ruin everything. So your suggesting I center the unit on top of the targUnit after he comes into contanct with it? |
| 09-01-2003, 11:37 PM | #8 |
Guest | Well for my system i had it timed so about after i think 2 seconds they would reach the destination area and then i would center the unit on the given point. Which solved all my problems and for the most part he never need to move more than a small amount but like i said it does eventually screw it all up if you don't fix it. |
| 09-01-2003, 11:44 PM | #9 |
simply use an actual grid point-to-point system instead of basing it off of unit - offset create an array of points, use the array as a 2d array (matrix) by doubling it up on itself, using every X iterations to represent the next column (or just use a corner point and use multipication to find the point locations if you didn't want to use a point-array) when u move the unit, use a algorithm to determine what point it is on (such as real-position - int-position (will give the decimal you can use to determine closeness to a point)) and from there you can simply base the next point off of the point the unit is closest to so the movement will be exact ...strange how we all seem to have bomberman maps... anyways, you just need to look at the 'bomb laying' stuff to see what i'm talking about, it basically gets the closest grid point and lays a bomb there i hope i didn't forget anything |
| 09-01-2003, 11:45 PM | #10 |
Ok, I finnaly fixed it. Thanks for the MAJOR help, now I don't need 3000+ regions :) edit - this thanks was directed toward coolaboy, as my problem has been fixed now. Thanks a bunch. |
| 09-02-2003, 12:13 AM | #11 |
Guest | Glad to help you should see my bomerman map because its in my opinion better triggered... Although yours has the better gameplay effects on somethings... IE: leaderboard... Well thats mostly because i never finished mine but mine supports multiple bombs items that enchance bombs and all kinds of fun stuff. |
| 09-02-2003, 04:56 AM | #12 | |
Quote:
ya... and you can do that in mine, u can pick up more bombs in mine, bigger flames, bombs set off other bombs, walls block explosions, theres a speed pickup, a napalm pickup, disease pickup, etc... though i stopped working on mine too, cause of the dumb delay that is inate in all maps that use keyboard movement online cause of latency effects... would had the good old kick/punch if i kept going and mine never had a leaderboard, just a score sheet at the top |
| 09-02-2003, 11:53 AM | #13 |
Guest | Well thatz what i meant i liked your "Score Sheet" The only reason i didn't finish mine was due to some weird bomb explosion bug i was having that if they same person put down 2 bombs it would explode 1 more explosion out in one direction... This could be fixed if i remade a lot of the triggers but i didn't feel like it. I might finish it one day. The thing that bugged me about yours is that your movement system is so free... You can move where ever you want my system involves a perfect grid and that is where you can move. |
| 09-02-2003, 06:38 PM | #14 |
well, ya, the free movement was just done cause thats how it is in the original bomberman... (i always remembered computers would stand like right at the edge of a block and not get fried), i tried to stay as true to it as possible -- the bombs are still layed on a pre-defined perfect grid though anyways, we should probably stop the discussion about bomberman maps since its kinda off topic |
| 09-02-2003, 08:11 PM | #15 |
Guest | Really i don't remember the free movement i have a lot of bomberman games but none use free movement they use my grid style movement... I guess i learnt something today. |
