Mech Combat
Post #1
Centreri
May 5 2010, 3:10 am
Post #2
payne
May 5 2010, 5:02 am
|
Addicted to SEN Games -Add more!-
|
You might be interested in this: http://www.sc2mapster.com/maps/steak-racing/
![]() ![]() ![]() ![]() ![]() ![]() |
Post #3
Centreri
May 5 2010, 6:00 am
|
If I were as smart as I think I am...
|
Hrrm. So I'm not the first. Same basic acceleration/etc system. Well, at least I'm not behind. And I like my choice of numbers better. I did some more work today, it's going to take some time to make handling of steep ramps proper. I'm basically trying to get it to greatly slow down and eventually turn around and take damage if you hit a steep incline (slope of 2+), but my slope equations and equations that utilize it are giving me issues with division by zero, when I know for a fact that the slope isn't zero. I'll work more on that tomorrow. Then I need to implement slowing without movement (easy), speed increase beyond normal max speed downhill (easyish), and then I go into the nasty, 3D stuff.
![]() ![]() ![]() ![]() ![]() ![]() |
Post #5
Centreri
May 5 2010, 2:08 pm
|
If I were as smart as I think I am...
|
Eh. My system works right now, I'll work with my custom variables instead. Also, update!
It now automatically slows down while not accelerating, slows down/speeds up when going up slopes or down them (Try it! ), and when it hits a sheer cliff it stops, flips you 180 degrees and makes a nice puff of burrowed zergling. And I added that to slowing down, too - it was a very nice graphical effect used in that streak racing map.There are still some bugs. For one, it still tells me I'm dividing by zero when you try to go up a cliff and it stops you, I'm still looking into that. Additionally, I had it bug once on me when it wouldn't let me move on an acceptable slope. If anyone figures out if they did something odd for that to happen, let me know. Suggestions or ideas also welcome. EDIT: Problem was that acceptable slope + normal slowdown was overpowering acceleration. I'm going to need a nitro button . ![]() ![]() ![]() ![]() ![]() ![]() |
Post #8
ShredderIV
May 5 2010, 5:40 pm
Post #9
Centreri
May 5 2010, 5:47 pm
|
If I were as smart as I think I am...
|
Variable - Set P2[(Picked integer)] = P1[(Picked integer)] <-- Point Variable
Variable - Set P1[(Picked integer)] = (Position of Mech[(Picked integer)]) <-- Point Variable Variable - Set Slope[(Picked integer)] = (((Ground height at P1[(Picked integer)]) - (Ground height at P2[(Picked integer)])) / (Square root(((Power(((X of P1[(Picked integer)]) - (X of P2[(Picked integer)])), 2.0)) + (Power(((Y of P1[(Picked integer)]) - (Y of P2[(Picked integer)])), 2.0)))))) <-- Real Variable Unit - Set Mech[(Picked integer)] Movement Speed to ((Mech[(Picked integer)] Movement Speed (Current)) - ((Slope[(Picked integer)] * 0.3) + 0.05)) <-- Set Speed Variable - Set Speed[(Picked integer)] = (Mech[(Picked integer)] Movement Speed (Current)) <-- Update speed variable ![]() ![]() ![]() ![]() ![]() ![]() |
Post #10 LostInMyself May 5 2010, 6:27 pm
Post #12
Biophysicist
May 5 2010, 8:01 pm
Post #14
Biophysicist
May 6 2010, 2:31 am
Post #15
Biophysicist
May 6 2010, 10:43 pm
Post #16
Centreri
May 7 2010, 1:06 am
|
If I were as smart as I think I am...
|
I prefer ESDF, because it makes it easier for everyone to use abilities. I'm hoping more people will follow ESDF, because it really IS superior. Also, fixed the errors by directly checking if denominator is zero. Before, I was just checking if points were identical, but that apparently didn't work, so... yeah. I'm actually very pleased with the 2D stuff now, the only problem left is that it can occasionally get stuck if you go at great speed up a cliff, but that's really unavoidable. I'll just make a suicide button. I'll redo nitro for later, but now it's time to focus on the 3D. I've been telling myself this and putting it off, because it seems hard.
Updated version uploaded. There's a hellion for players 1-4 in the corners, making it testable with up to four players. If someone can test if multiplayer works properly, that'd be great - the system I'm using should be extendable for a theoretically infinite amount of mechs, but I'll stick to 16 for sixteen players. When we get the ability to play with 16 players, this should work with that right off the bat. EDIT: Something malfunctioned when I added players, fixing. EDIT2: No idea what that was, because it made all of my movement triggers... not work, but whatever it was it suddenly disappeared. Also, two notes: I moved flip function from D to V. You need to be moving very slowly for it to work (purposefully). It basically turns you 180 degrees. And if you're interested in seeing the slope of the ground beneath you, press J. That's my test button for when I'm checking how something's working. Re-uploaded. This post was edited 2 times, last edit by Centreri: May 7 2010, 1:38 am. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #17
Biophysicist
May 7 2010, 1:40 am
Post #19
Biophysicist
May 7 2010, 1:44 am
|
:(){ :|:& };:
|
It wasn't there before, and when I did Ctrl+F and looked for "Attach", nothing came up.
Also, your new control system may be superior, but bnoobs won't get it, and I found it hard to adjust to in testing. Oh, make the camera follow the Hellion, please. ![]() ![]() ![]() ![]() ![]() ![]() Your trolltag is twinArmageddons and you tend two 2peak wiith a biit of a lii2p.
|
Post #20
Centreri
May 7 2010, 1:47 am
|
If I were as smart as I think I am...
|
Eh. I'm hoping to have a minimum of six abilities. WASD doesn't cut it. It'll force players to move their hands uncomfortably. I'd much rather use ESDF. You're the first one to complain, anyway.
Update. Removed default GUI, added information-dialogs, added camera (unfinished). This post was edited 1 time, last edit by Centreri: May 7 2010, 2:47 am. ![]() ![]() ![]() ![]() ![]() ![]() |
0 members in this topic (italic members are currently writing a reply): None
+ guest(s)
+ guest(s)
[06:39 pm]
[06:37 pm]
[06:36 pm]
[06:35 pm]
[06:35 pm]
[06:32 pm]
[06:32 pm]






), and when it hits a sheer cliff it stops, flips you 180 degrees and makes a nice puff of burrowed zergling. And I added that to slowing down, too - it was a very nice graphical effect used in that streak racing map.
.
![[close]](/images/up.gif)