Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Always Straight Interceptor Movement
Always Straight Interceptor Movement
Dec 24 2009, 5:27 pm
By: Cinolt  

Dec 24 2009, 5:27 pm Cinolt Post #1



Basically what I want is an interceptor storage system that allows me to move one of the stored interceptors to a spot on the arena and order it to another spot. However, the movement of the interceptor sometimes curves at the beginning of its movement, and it's essential in my map that it doesn't curve. The interceptor in the map should be able to go in any direction without curving.

I tried a lot of things and pretty much gave up on it, but it would be great if someone knew a solution.

Attachments:
interceptor.scx
Hits: 5 Size: 52.1kb



None.

Dec 24 2009, 6:24 pm JaFF Post #2



I don't have much time to check, but I assume that when you move interceptors with triggers, they keep their roration angle. Use this to your advantage: if you know the direction they need to fire in, fire them in that direction in a small remote arena first, then move them to the main arena. This introduces a time delay, of course. If delay is not acceptable, you can hold interceptors for different angles with some set increment to reduce their curvature. At some point, doing that becomes impractical and that is where my ideas end.

If interceptors do not keep their angle when moved, I see no solutions with interceptors at all. Use scourges or grids.



None.

Dec 24 2009, 6:35 pm Sacrieur Post #3

Still Napping

Quote from JaFF
I don't have much time to check, but I assume that when you move interceptors with triggers, they keep their roration angle. Use this to your advantage: if you know the direction they need to fire in, fire them in that direction in a small remote arena first, then move them to the main arena. This introduces a time delay, of course. If delay is not acceptable, you can hold interceptors for different angles with some set increment to reduce their curvature. At some point, doing that becomes impractical and that is where my ideas end.

If interceptors do not keep their angle when moved, I see no solutions with interceptors at all. Use scourges or grids.

Exactly what I was thinking, however, when I played the map only the first interceptor would turn and the rest would follow in a straight line. My best solution is to just to remove that first one.



None.

Dec 24 2009, 7:23 pm Cinolt Post #4



The map only has one interceptor the entire time.

What's strange is that, the interceptor's direction is up in the storage. Yet when you tell the map to place it on the arena and order it up, the first time around it shakes a little bit. I really have no idea why this is so, if you played the map and know basically what the triggers do you can understand the problem better.



None.

Dec 25 2009, 12:46 am poison_us Post #5

Back* from the grave

If you constantly move the interceptor, I don't think it will influence the angle. I haven't checked out the map, but it sounds like he ordered the interceptor into the storage, then kept it there with AI scripting...so rather than using the AI scripting, make it stay in the storage with a constant "move" command.

I've used this before, and rather than actually ordering the interceptor [which is essentially what the AI script is doing], the interceptor should just be there, with no previous ordering.





Dec 25 2009, 1:46 am Cinolt Post #6



That was one of my first attempts, it was constantly Moved in there with no AI Scripts running on it in the storage, and it still shook a bit the first time around in the arena.



None.

Dec 25 2009, 2:20 am poison_us Post #7

Back* from the grave

In that case...make a small section to have it travel in its final path [you want it to move right, so have a small area where it can move horizontally], then move it to the area. That's the only "perfect" solution I can think of...




Dec 25 2009, 3:07 am Cinolt Post #8



If you mean the interceptor moving in the same direction in the storage as in the arena, it doesn't work. It produces the same shaking annoyance.



None.

Dec 25 2009, 6:28 am poison_us Post #9

Back* from the grave

Then i don't think there's a method that works...other then constantly moving it to wherever you want it to appear as you use the AI script to make it try to move...then after say 10 death counts, disabling the move command.

That's seriously my final idea. Sorry if that doesn't work :ermm:





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