Staredit Network > Forums > SC2 Assistance > Topic: Bricks
Bricks
Nov 13 2010, 7:07 pm
By: payne  

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

:payne:

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

Hello

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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Nov 13 2010, 7:37 pm Temp Post #3



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



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

:payne:

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



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

:payne:

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

:payne:

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

OVERWATCH STATUS GO

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.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

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

:payne:

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:

Post has been edited 1 time(s), last time on Nov 16 2010, 10:52 pm by payne.



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



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



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

:payne:

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



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



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Nov 17 2010, 1:01 am Roy Post #14

An artist's depiction of an Extended Unit Death

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?




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

:payne:

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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[10:53 pm]
Butch -- prob some weird character on a string somewhere or something dumb like that
[09:50 pm]
Ultraviolet -- It's weird indeed, not really sure what is so special about Spellsword that causes it to react differently on Remastered, usually EUDs are the cause of things like that
[05:35 pm]
Zoan -- I haven't played in like 2 years so maybe something changed I don't know about
[05:35 pm]
Zoan -- No-Name-Needed-II
No-Name-Needed-II shouted: Zoan No idea if anything changed.. I've made several maps that push TMOANC to the limit and they are still working.. 3 causes of it I've narrowed down are -Too many islands which some terrain on certain tilesets can create micro islands on cliff edges with basic isometric.. -Too many changes in elevation from high to mid to low ground.. -And too many tiles from certain doodads that block tank fire..
Any clue as to why a map which would previously work fine on past patches would now suddenly not work on the current remastered patch?
[05:34 pm]
Zoan -- I'll try Butch's suggestion of running in 32-bit, maybe that will fix it?
[05:34 pm]
Zoan -- Oh_Man
Oh_Man shouted: Did martiss' link not work?
It crashes as it does when you use EUD's incorrectly - like it closes starcraft and has the error window pop up with a ticket to send to Blizzard. I know it's not EUDs though since obviously spellsword doesn't use any, so IDK what it is.
[03:19 pm]
No-Name-Needed-II -- Zoan No idea if anything changed.. I've made several maps that push TMOANC to the limit and they are still working.. 3 causes of it I've narrowed down are -Too many islands which some terrain on certain tilesets can create micro islands on cliff edges with basic isometric.. -Too many changes in elevation from high to mid to low ground.. -And too many tiles from certain doodads that block tank fire..
[2022-5-23. : 12:21 am]
Oh_Man -- Wat precisely is wrong with spellsword now?
[2022-5-23. : 12:19 am]
Oh_Man -- Did martiss' link not work?
[2022-5-22. : 8:11 pm]
Zoan -- Also my KOTK maps all have the nooks and crannies issue when they didn't before; what changed?
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