Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Center View Constantly On Unit Is Not Symmetr
Center View Constantly On Unit Is Not Symmetr
May 31 2010, 5:11 am
By: Warlord_Master  

May 31 2010, 5:11 am Warlord_Master Post #1



When I Constantly Centerview On A unit, I notice that i can see more clearer from the north opposed from the south. is there any way to make it even on all sides?
I am making a map but if you spawn on the northern part of map, i find its harder to get to middle in comparison to the south of the map getting to middle



None.

May 31 2010, 5:31 am Lanthanide Post #2



Your question is not very clear, but there are two things I can think of off the top of my head:

1. North/South or Top/Bottom in the HUD is not the same, as there is the GUI down the bottom where you select units and issue move/attack commands etc. So you may need to move your location somewhat to compensate for this.
2. If you try to centre view to a location that is at the edge of the map, obviously the screen cannot show you areas outside the map, so it will slide inside the map and show you that.

If this information doesn't help you, try rephrasing your question, and you might like to use diagrams or screenshots too.



None.

May 31 2010, 5:48 am Warlord_Master Post #3



yes the first solution you gave about adjusting the location to correct the center view, how would i be able to move the location to compensate.



None.

May 31 2010, 6:26 am RIVE Post #4

Just Here For The Pie

If you would like to completely glue the player's vision to a specific unit, utilize hyper triggers.

Doing so will eliminate the time that it takes to reach the "middle", as you say it, from any given point.



None.

May 31 2010, 6:44 am DavidJCobb Post #5



If RIVE's right, be careful... In single-player mode, Center View snaps your cursor to the center of the screen, making it damn near impossible to do anything! The technique would only be usable on Battle.net and over LAN. (Bear in mind, you can do a 1P LAN match.)



None.

May 31 2010, 7:15 am Warlord_Master Post #6



I am using hyper triggers..... the map i'm making has certain levels where your screen is centered on your unit and because it is a snipers rpg type of game, its very easy to see travelling upwards on the map is easier then travelling down wards.
An example: Create 1 ghost and random units such as firebats zealots marines etc...
Trigger
Always
Move Location Sniper Onto Terran Ghost Owned By Player 1 At Anywhere
Center View At Sniper
Preserve Trigger
+ Hyper Triggers
You will clearly see that killing enemies above you is easier then killing enemies below you.
Back to what lanthanide said, would i need to use a mobile grid or something to adjust the screen or maybe euds conditions?



None.

May 31 2010, 8:23 am Ahli Post #7

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Mobile grid should do it (unless you have many air units around).




May 31 2010, 2:30 pm Aristocrat Post #8



Quote from Ahli
Mobile grid should do it (unless you have many air units around).

Mobile grid every trigger loop will lag. The HUD asymmetry is really not that bad anyways...



None.

May 31 2010, 3:37 pm Roy Post #9

An artist's depiction of an Extended Unit Death

Mobile grids don't cause that much lag every trigger loop. If you set it up right, it would probably be one of the best options for this map.

Maybe using a variation of this map will be beneficial to your game, Warlord. You could base it on movement like KrayZee did, or maybe EUDs (http://www.staredit.net/topic/10362/).




Jun 1 2010, 4:16 am rockz Post #10

ᴄʜᴇᴇsᴇ ɪᴛ!

Mobile grid will slow down the unit. Make it update whenever the unit moves via inverted location to reduce any sort of possible trigger lag when standing still. Create a burrowed zergling and make a mobile grid on that to remove any slowdown. Optimally, you'll be able to detect where the zergling was placed (usually below the ground unit) and make sure the location to be centered on is a square or two below the unit to be centered.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jun 1 2010, 5:31 am RIVE Post #11

Just Here For The Pie

I am guessing your map has a spawn-point at the bottom of the map for one team, and it has another spawn-point at the top of the map for the opposing team.

Since the team spawning top-side would have more trouble dealing with the HUD, why not redesign the map for one team to spawn on the left of the map, and another team to spawn on the right of the map? Doing so will make everyone have to deal with the HUD. Everyone loses, but it is balanced.

You will have to rethink your map's design through, and probably start fresh.



None.

Jun 1 2010, 9:37 am Azrael Post #12



It is definitely not symmetrical , not even close, and this is disregarding the additional height added by the minimap and move/attack/patrol HUD, which makes it even worse. When it centers your vision, the amount you can see above the center point is substantially more than what you can see below, even checking at the horizontal center. Check the distances on either side and of course it's even worse.

To better illustrate the problem he's having, for anyone not entirely sure what he's talking about, I'll supply some visuals.

1) I've centered view on a location here. The patch of water is dead center.



2) The blue outline here shows the outline of the location.



3) The red lines mark the horizontal and vertical centers.



4) Finally, the main square of terrain being centered on has been highlighted in green.



The issues here are abundant. For one, you can see that the terrain tiles do not match up with the screen. There is 1/3 a tile of terrain visible at the top of the screen, above the location. There is also about 1/3 a tile of terrain at the bottom center, and 1/2 a tile above the bottom left.

Second, the 1/3 tiles are not the same distance from the center. As you can see above in the green highlighted area, the entire square is visible at the top along with 1/3 tile of extra terrain above that, while only 1/3 of the bottom row of the same square is visible.

This is the problem which he is trying to overcome.

As for a solution, the only way to fix it is to make the camera center at a point below where the unit is actually at, as others here have been discussing methods of accomplishing. I wish you the best of luck in this because it's quite a troublesome thing to get around. Chances are good that you will end up redesigning the map to take this issue into account, rather than managing to solve the issue itself in a practical way.

Post has been edited 3 time(s), last time on Oct 12 2010, 12:23 pm by DevliN. Reason: Mineral abuse.




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[03:08 pm]
Sylph-Of-Space -- woah! nice! thank you!
[2024-5-20. : 4:05 am]
O)FaRTy1billion[MM] -- the setting exists, it's just hidden in a weird place
[2024-5-20. : 4:04 am]
O)FaRTy1billion[MM] -- instead change "Microtile Overlay" to "Impassable"
[2024-5-20. : 4:04 am]
O)FaRTy1billion[MM] -- er, wait, idk why i was looking for height
[2024-5-20. : 4:03 am]
O)FaRTy1billion[MM] -- below the minimap should be a thing that says "Overlay Settings" with a little + button in the corner, press the + to expand it, uncheck Use Defaults, then change "Tile Overlay" to "Height"
[2024-5-20. : 3:57 am]
Sylph-Of-Space -- Unless I'm dum (possible)
[2024-5-20. : 3:57 am]
Sylph-Of-Space -- It would be so so so nice if SCMDraft had some kind of dedicated "walkability" view for the tilesets.
[2024-5-20. : 3:53 am]
Sylph-Of-Space -- :'( dont cry for me cat-gentina
[2024-5-19. : 9:18 pm]
Ultraviolet -- 🔪🐈
[2024-5-19. : 12:34 pm]
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