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Bricks

Creator: payne
Time: Nov 13 2010, 7:07 pm

Post #1     payne Nov 13 2010, 7:07 pm

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I'm trying to create a PvP Bricks game for the Arcade contest, but now I'm stuck on something pretty fundamental: are there any easy ways to detect the position of collision between two units? I have some solutions in mind, but they look pretty harsh and I'm sure there are better ways of doing it. :/

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Post #2     Devourer Nov 13 2010, 7:14 pm

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If object is moved via triggers you simply use 1(or more points) and move them to the position of where the brick will be after the move. Via a condition you check whether a unit is near the point (radius of 1 or w/e), if so you know that something is in the way.
That was my first idea.

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Post #3     Temp Nov 13 2010, 7:37 pm

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If you want a challenge you can actually use the data editor to make a complete bricks game :P

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Post #4     payne Nov 13 2010, 8:44 pm

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Quote from Temp
If you want a challenge you can actually use the data editor to make a complete bricks game :P
God, it'd take me years to figure out every time I'd have to do with the Data Editor for this. :><:

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Post #5     NicholasBeige Nov 13 2010, 8:50 pm

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(psst, Temp, he was too lazy to even work out how to rescale the Shape_Box actor, so I had to show him how)

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Post #6     payne Nov 13 2010, 8:52 pm

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Quote from Cardinal
(psst, Temp, he was too lazy to even work out how to rescale the Shape_Box actor, so I had to show him how)
Hey! It was because I didn't know how. >:O

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Post #7     payne Nov 16 2010, 8:40 pm

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I'm now trying to find a way to divide a Circle-shaped region into 4 quadrants (a pizza sliced in 4). Any ways I can do this? Looks like quite a difficulty task ;o

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Post #8     DevliN Nov 16 2010, 9:01 pm

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In the Region's properties, you can add shapes together to create that, sort of. The best I've been able to recreate is a square with a rounded "corner" buy attaching a 1x2 rectangle to a 2x1 rectangle, and then putting a 2x2 circle on top.

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Post #9     payne Nov 16 2010, 10:27 pm

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I want to use Behaviors to detect the collision between units to improve responsiveness... the new problem is that the Search Area effect detect units only at their center and in my case, it's a stretched cube.
Are there any ways to set the unit's collision region to something rectangular via the Data Editor?

EDIT:
Quote from DevliN
In the Region's properties, you can add shapes together to create that, sort of. The best I've been able to recreate is a square with a rounded "corner" buy attaching a 1x2 rectangle to a 2x1 rectangle, and then putting a 2x2 circle on top.
Nearly it! I did a Circle region and created 2 'negative' rectangulars to crop it.
Repeat until you have your 4 quadrants. :awesome:
This post was edited 1 time, last edit by payne: Nov 16 2010, 10:52 pm.

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Post #10     NicholasBeige Nov 16 2010, 10:58 pm

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Pfft I did that 20 minutes ago :P ... not my fault it takes time to make screenshots to send to you

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Post #11     Temp Nov 16 2010, 11:04 pm

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Also payne for future note you can do searches at multiple points along a unit by using a persistent effect and using periodic offsets.

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Post #12     payne Nov 16 2010, 11:34 pm

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Quote from Temp
Also payne for future note you can do searches at multiple points along a unit by using a persistent effect and using periodic offsets.
/me has no idea how to work with that. :/

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Post #13     Temp Nov 17 2010, 12:53 am

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Check out the helion's weapon effects for an example.

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Post #14     Roy Nov 17 2010, 1:01 am

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Quote from payne
Nearly it! I did a Circle region and created 2 'negative' rectangulars to crop it.
Repeat until you have your 4 quadrants. :awesome:
If I recall correctly, negative regions do not work. I tried putting one inside a large square, but units inside the negated area were still considered inside of the region. Have you thoroughly tested this to be the exact effect you want?

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Post #15     payne Nov 17 2010, 1:36 am

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Quote from Roy
Quote from payne
Nearly it! I did a Circle region and created 2 'negative' rectangulars to crop it.
Repeat until you have your 4 quadrants. :awesome:
If I recall correctly, negative regions do not work. I tried putting one inside a large square, but units inside the negated area were still considered inside of the region. Have you thoroughly tested this to be the exact effect you want?
Oh shi-, no I haven't! :hurr:
Will try next time I map. For now, I'm leaving soon to meet some friends.

Quote from Temp
Check out the helion's weapon effects for an example.
Okay, thanks. :)

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