SEN StarCraft II August Map Contest
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The 13 Problems! - Good luck & Have fun - Everything is updated in the OP! This post was edited 2 times, last edit by payne: Aug 1 2010, 4:44 am. ![]() ![]() ![]() ![]() ![]() ![]() |
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If I were as smart as I think I am...
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Lol. Answer to #4: Track the slope of the projectile using the same system I used in Mech Combat (record x, y and z info at two points and constantly recalculate) and if the slope ever goes above a certain number, make it explode.
In fact, Mech Combat DOES have that. You can't shoot up a cliff. Which fulfills the requirement. Your question is a poor one, because, as one would see by trying my system out, the projectile would face a myriad of other problems, such as going DOWN being unrealistic (due to the pathing following the ground). And tree-collision. And a whole ton of other stuff. Really, tracking z and making it work flawlessly with fluctuating-z terrain is hell. I didn't figure it out. Lol, owned. ![]() ![]() ![]() ![]() ![]() ![]() |
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If I were as smart as I think I am...
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I ANSWERED THE QUESTION. You can't modify the damn question after I answered it. It had a very specific request, which I answered. I could work on it a bit more and maybe give the full version (for extra credit), but I definitely expect my two points (and extra if a simulation gives extra: Mech Combat ). : /
Also, 11 is vague. The way you worded it, it sounds like the following would suffice as an answer: Provide terrain with varying elevation; random. Put water over it, but below the terrain. Set weather to rainy, increase height of water by three over five minutes. Set weather to sunny, reduce height of water by three over five minutes. This post was edited 1 time, last edit by Centreri: Aug 1 2010, 4:42 am. ![]() ![]() ![]() ![]() ![]() ![]() |
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I did not think it was that easy to realize. Anyways, if it is that simple, well, as mentioned in the rules, if the problems mentions a "simulation", the best result of all will earn the points.
For example, you could try to detect where a rain drop hits the terrain and create a rain-drop unit there and make it follow the biggest negative slope from its point. ;o Yep. ![]() ![]() ![]() ![]() ![]() ![]() |
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If I were as smart as I think I am...
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... Except that that's retarded, because it would put too great a strain on a computer. Constant recalculations on my projectiles slowed down the game (they were, admittedly, inefficient, but still). RAINDROP-PHYSICS? IN THE SCII ENGINE? REALLY?
Lol, I got points for 11 too. ![]() ![]() ![]() ![]() ![]() ![]() |
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If I were as smart as I think I am...
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For the burrowed-unit terrain deformation one:
Do this every .2 seconds for every unit that is burrowed and moving. Remove the old deformation actor before adding the new one. I'm more confident about that way. An alternate way that might work but I don't know anything about actors so it might not: Attach the deformation actor to a unit if its burrowed. What do you mean by 'simulate high/low tide'? Would 'set water height to 3 over five minutes'/'set water height to 2 over five minutes' fit? ![]() ![]() ![]() ![]() ![]() ![]() |
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First of all, describing how people should realize a problem isn't considered as a "valuable material".
You must actually apply your concept in a map and post it. A complete wiki article about how to achieve a solution is also considered as a 'valuable' material, though it has to be in-depth. Wikis and/or posting a map in the DLDB might also get you some extra-minerals due to "contribution to the community". Secondly, learn what's a tide: one side of the river is higher than the other, due to the attraction of the moon. In the facts, the main point of the problem is to make the water's height vary on a certain slope equation (varying in the time, in the case of the simulation). ![]() ![]() ![]() ![]() ![]() ![]() |
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If I were as smart as I think I am...
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Then I'll just tell people how to do it and they'll do it. I don't even have an editor. The knowledge that I kicked the contest's ass is enough for me. WONT BE MANIPULATING ME WITH ACHIEVEMENT POINTS. Also, Payne, stfu
.You can't make water height vary on a slope equation. The closest thing one can do to simulate that is to grab several different waters, lay them all out in some weird pattern, make their stats the same so they look identical, and then edit their heights so that the height of the water steadily increases from one end to the other - but unless the difference is tiny that'll look ugly. The editor is limited. That one can conceive doing something doesn't make it doable. And it definitely doesn't make it doable by SENners. Answer to the vision-in-one-direction: Assuming there's no easy answer, the best way to do this would be to set the unit vision radius to zero, create invisible, no-collision unkillable dummy units with a small sight range and constantly arrange and rearrange them using triggers. They'll be at an offset from the unit in the direction the unit is facing - a simple configuration that could work is unit-1-2-3, where each number represents the number of dummies perpendicular to the direction the unit is facing there. Naturally, the more of these dummy units you add, the less circular and the more convincing it'll be. Diagram, where UNIT is unit and X is dummy sight-range unit: Code X X UNIT X X X X Positioning can be done fairly easy using point-manipulation triggers such as "at angle offset". Several ways to do it, really. And, I don't know about this, but it might be more efficient to set their movement speed to something absurdly high and order them around instead of killing/creating. Sillier method: Arrange/rearrange sight blockers. That could actually be easier... Not sure, but you might only need to arrange three and have it perfect (block sides and back). But that'll also mess with other player's vision. Still, if it's possible to modify sight blockers so they only effect certain players, this could be a nice way to do it. This post was edited 7 times, last edit by Centreri: Aug 1 2010, 6:47 pm. ![]() ![]() ![]() ![]() ![]() ![]() |
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I am aware we cannot have water heaight vary on a slope equation directly using the Terrain layer, but there are some alternatives I came up with, though I never got to try to apply them.
Also, the use of Third Party program or really anything is allowed, as long as you can host the map on B.net and make it work on Multiplayer without requiring players to download anything but the map. ![]() ![]() ![]() ![]() ![]() ![]() |