Essentially, I have a 20 x 256 map and the player is to control a terran wraith and kill enemy air units with generated "missiles". See
Raiden X for one such example.
(Since SC unit acceleration sucks and I can't implement WASD movement without shrinking the map to 20x12, the control is based on the mouse. Sorry!)
So far, I had no problems with the enemy generation, powerup system, respawning, kill tracking, and all the other essential features, EXCEPT the problem of bullet collision detection. I can think of no conceivable method to generate a steam of "bullets" that will kill air enemies on contact, and the workaround of generating a constant stream of scourge is too ugly. In case someone else knows of a workaround to this, please tell me if it's possible to do so with non-unique units. Thanks!
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Cycle through all enemy units, giving them to one player, centering a location on the unit for the other player, detecting if a bullet is in that location (killing the unit if it is and if not then moving the cycle on). Repeat these triggers for as many times as there will be enemies in the playing field so that it runs in one trigger cycle. When the original player controls no units, give all of them back.
You're still gonna have to use some unit for the bullets, but Inferno's solution should fix the problem. The only thing that may bother you is that you have to have enough cycle repeats in a single trigger cycle - as many as there are units in the gameplay area. Depending on how many you have, that could run up to a couple thousand triggers.
MacroTriggers can help with that.
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Make a walkable terrain and use Hero lings instead of scourges. Lings are smaller and faster.
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Make a walkable terrain and use Hero lings instead of scourges. Lings are smaller and faster.
Problem with that is that you actually have collision boxes then. The ling may interfere with movement order triggers/etc.
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Make a walkable terrain and use Hero lings instead of scourges. Lings are smaller and faster.
My original workaround was to a-move scourge to the end of the map to simulate "missiles". The bullet unit choice is trivial with trigger cycling.
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BTW, if you really wanted to, it's actually possible to implement WASD movement on a 20x192 with a 4px hybrid grid/unit coordinate detection. If done right you could have the same acceleration as if using the mouse.
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You can use zerling sprites, then just recycle them when they are suppose to disappear.
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We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
What is your actual problem? You want some graphical effect representing bullets but scourges are too big and slow?
Then you could use something like in
xYoshix's Fallen Memories. He uses half visible observers to simulate rain drops in the forest region.
Or if you want real units get interceptors, they are the fastest and smallest unit there is.
What is your actual problem? You want some graphical effect representing bullets but scourges are too big and slow?
Then you could use something like in
xYoshix's Fallen Memories. He uses half visible observers to simulate rain drops in the forest region.
Or if you want real units get interceptors, they are the fastest and smallest unit there is.
Before I knew how to do collision detection the only way I could make bullets work was to a-move scourge (which self destruct). Understandably not the best solution. I have solved that already though, so I guess the only thing left is implementing WASD.
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