I would like to know how do you do to detect lots of units, like in galactic gunnerz, i wish to make units go to a ''target'' unit and die if not moving, i do not want the units to always move to the location where the aim unit is, question of realism...
Can y'all help me? thx!
Post has been edited 1 time(s), last time on Jul 25 2008, 11:53 pm by Dungeon-Master.
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In Galactic Gunnerz, he has burrowed units following the units you fire, and every trigger loop or so, he runs through the units, and reassigns the zerglings to a wraith, he just runs a single location through all of them, and gives 1 away, then centers it on the next one, then when he's all done, he gives them all back to the original player.
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Hmmm yea... I do not understand the zergling assigned to wraith part, if he uses 1 location, how can he do it? I do not clearly understand...
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Basically, the zerglings are assigned to a wraith, and if the location moves over a wraith, that has a zergling directly under it, that usually means that the wraith did not move, and then he blows it up, when he runs through and moves the zerglings back under, he simply runs through with a location large enough to cover the maximum distance they could have moved, and moves one zergling in that area to the wraith.
The main idea is that he can give the wraiths to another player, so he centers the location on one, does everything he needs to, gives it to another player, then centers it on the next one, until he has gone through all the wraiths, then he gives them all back to the original player, and the cycle starts over.
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Huh... sorry, i must not be verry receptive today... could you exprime this in triggers? I tryed but just can't understand... how can the zergling not be detected if it moves right on the locatioN?
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Huh... sorry, i must not be verry receptive today... could you exprime this in triggers? I tryed but just can't understand... how can the zergling not be detected if it moves right on the locatioN?
The zergling isn't moved all the time. Probably once every detection loop.
AKA he gives the wraith or whatever, time enough to move away.
Then he detects-
If its there, kill it.
If not, move the linging back in place again.
Understand?
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Ok, but, won't this require a location for each wraith?
(If it does, i don't care, i can do with)
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Ok, but, won't this require a location for each wraith?
(If it does, i don't care, i can do with)
No. See, the idea is that you center on a wraith, do the detection, then give him to a different player.
Then you do it again, but this time, since the wraith is owned by a different player, it will detect a different one. And so forth until every wraith has gone through it's detection.
You pretty much repeat the trigger a bunch and then when your done, give the wraith's back to the original owner.
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O ya, i did not understood because i forgot the hypers was making triggers run 11.8 time in a sec, i though it was going to be too slow... well thanks!
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Well, no Tuxlar copies the triggers a bunch of times so it all happens in a single trigger loop, you just have to make sure you make bring/command update properly when you do that though.
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Well, no Tuxlar copies the triggers a bunch of times so it all happens in a single trigger loop, you just have to make sure you make bring/command update properly when you do that though.
If i understand well, i just need to make the tigger and copy it, as with the hypers?
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Depends, you have to write the trigger properly to make it work when copied, you have to consider things like bring and command updating, and conditions of other triggers being met, but yeah, as long as the trigger is set up right, you can just copy it.
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I guess this answers my questions!
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