Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Zergling takes you underground
Zergling takes you underground
Oct 17 2008, 12:54 am
By: SoL-
Pages: < 1 2 3
 

Dec 4 2008, 7:27 pm Impeached Post #41



Here's an updated version of burrow system..

Edges are fixed (apparently they just needed wiggly terrain edges instead of straight null edges). I also added functionality for one more player...

@Kaias: Cloak system looks cool...If I had time I'd use that and finish my stealth ghost map.

EDIT: Forgot to press 'attach this'. See my post further down page for attached attachment....

Post has been edited 1 time(s), last time on Dec 5 2008, 6:11 am by Impeached.



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Dec 4 2008, 8:13 pm Biophysicist Post #42



You forgot the map.



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Dec 4 2008, 8:41 pm GameLoader1337 Post #43



maybe im dumb, how do you guys plan to detect when the zergling is burrowed? o.o you said it warps the zergling when its burrowed right? O_O



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Dec 4 2008, 9:26 pm Biophysicist Post #44



Place a Neutral Zergling in an out-of-play area of the map, constantly Center a location which is the same size as a Zergling on the player-controlled (eg. non-Neutral) Zergling and constantly Move the neutral ling to the location. If Neutral Brings Exactly One Zerg Zergling to the location, then the ling is burrowed.



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Dec 4 2008, 9:54 pm UnholyUrine Post #45



Hmm that'd slow the zling down would it not?



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Dec 4 2008, 10:06 pm Biophysicist Post #46



No... The Neutral ling can't Move unless the player-controlled ling is burrowed, so how would it affect the ling at all?



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Dec 4 2008, 10:38 pm Chubacca Post #47



can someone explain to me how impeached triggers work on his map. i looked at them for like 40 minutes and i dont get it at all



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Dec 4 2008, 10:44 pm Biophysicist Post #48



Only person who could do that is Impeached, they confused the hell out of me too. MOAR COMMENTING PLZ!



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Dec 5 2008, 2:43 am GameLoader1337 Post #49



hmm.. i thought if their is area surrounding the ling and the location no matter what size the neutral ling will be moved and be on the other grid o_o



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Dec 5 2008, 4:23 am Biophysicist Post #50



No, if you Move a unit to a location, it will only move if there is space /in/ the location.



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Dec 5 2008, 5:08 am Kaias Post #51



Quote from UnholyUrine
Hmm that'd slow the zling down would it not?
It would only slow it down if the neutral zergling was burrowed, and if it was burrowed then the system wouldn't work at all. The zergling is moved back to its original position after detection within the same loop.
Quote from Chubacca
can someone explain to me how impeached triggers work on his map. i looked at them for like 40 minutes and i dont get it at all
Quote from name:TassadarZeratul
Only person who could do that is Impeached, they confused the hell out of me too. MOAR COMMENTING PLZ!
He uses a mobile grid.



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Dec 5 2008, 5:10 am Biophysicist Post #52



I know it's a mobile grid, anything that uses Devourers like that has to be. I was confused as to exactly what each individual trigger did.



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Dec 5 2008, 6:08 am Impeached Post #53



K remembered to press the 'attach this' button this time...


As to the general logic of my triggers:
Each time player moves out of a 1x1 location on side A, 9 devourers are created. They keep being removed one at a time (adding to a DC each time one is removed) until the player's ling and devourer are at the same spot. Then the 1x1 location is centered on the tile with the ling & dev together.

After this happens, on side B I create another 9 devourers at a 1x1 location (which was, at the start, at the same spot relative to side A). I subtract one from the DC I used in Side A devourer removal, then remove one devourer, until the DC is 0. After this, I move the 1x1 location on side B to a devourer on side B. Then I remove all devourers.

This happens every trigger cycle, with 8 copies of the remove-devourer-search triggers so that it won't take possibly 8 whole trigger cycles for the triggers to find where the player's ling went.


Now that you have a location following the ling on both sides, the rest is pie. Detect when the ling is burrowed, and move him to the location on the other side.
If you want to stop the ling being teleported onto unwalkable area, first try to move a neutral ling to a 1px by 1px location on the other side in the center of the 1x1 location that is the ling's location. If the ling gets to the 1px by 1px location, the area is clear and burrow works. If not, area is not cleared and burrow doesn't work.


Hope that clears things up...
Oh, and I don't use comments because I liberally use the text editor. I did comment a small bit and named the DCs for your viewing pleasure, though.

Attachments:
Burrow System.scm
Hits: 15 Size: 47.5kb



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Dec 8 2008, 10:12 pm The_Underscore Post #54



Done with 1 location (2 if you count anywhere). also works for players 1-7.

Attachments:
underground test.scx
Hits: 11 Size: 73.14kb



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Dec 16 2008, 2:16 am scwizard Post #55



Great idea, this topic really got my creative juices flowing.

There's no reason it has to be triggered by burrowing though. You could have factory spell system and one of the spells being a light world/dark world shift.



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Jan 6 2009, 3:24 am Toothfariy Post #56



what i thought of when i read this was; super mario brothers

there are certain entrances to caves, underground pipes etc.
you can put a beacon or somthing down and when you burrow there it transports you to the underground part of supermario.
and you can enter at different locations depending or not you decide to pass by a pipe

and just like in super mario, you cant go back up the pipe until you get to the exit pipe



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Jan 7 2009, 6:31 pm BlueWolf Post #57



That would be an easy bring to location, then move it to pipe underground. The concept here is that you can practically burrow anywhere, and will take you to a similar, yet somewhat different, place then what was above ground.



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