Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Projectile Systems
Projectile Systems
Sep 3 2007, 5:14 am
By: Falkoner  

Sep 3 2007, 5:14 am Falkoner Post #1



Okay, the last system that I do not understand in SC are projectile systems, where you have an X and Y axis, could someone please explain how they work?



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Sep 3 2007, 6:26 am Fallen Post #2



Wow man i have never even heard of that type of system, can you list any maps or senerios it was used in?



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Sep 3 2007, 7:55 am blacklight28 Post #3



omg man,ur falkoner, u know everything and i have no clue wtf that system is



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Sep 3 2007, 8:55 am Falkoner Post #4



Basically, it's a system that in a way generates physics, and then launches a projectile based on the power and height you put into it.

The Projectile Plotter in my Tests Compilation is probably the best example: http://Falkoner.CoW.GooglePages.com/Maps.html



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Sep 3 2007, 11:52 am Akar Post #5



Ohhh boy, getting pretty deep aren't we. Well it uses mobile grid, death counters, and resource counters to work ;).

Post has been edited 1 time(s), last time on Sep 3 2007, 12:27 pm by Akar.



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Sep 3 2007, 12:47 pm AntiSleep Post #6



Power and height? Or do you mean velocity and theta?
[edit: any chance of unicode?]

Post has been edited 1 time(s), last time on Sep 3 2007, 12:48 pm by AntiSleep.



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Sep 3 2007, 1:16 pm Akar Post #7



It isn't actually a physics system, it just imitates one.



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Sep 3 2007, 4:23 pm Falkoner Post #8



Well, obviously.. Can I get someone who actually knows how it works in here? (U)Bolt_Head? Tuxedo_Templar? I already knew that it used a variable, I don't think it uses a mobile grid, but maybe I'm wrong.

Yes, AntiSleep, that's what I meant, but I couldn't think of the correct term, and power and height is sorta correct as well.



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Sep 3 2007, 6:55 pm Demented Shaman Post #9



Just set up a coordinate system.



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Sep 3 2007, 7:02 pm Falkoner Post #10



How do I do that? Please explain clearly



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Sep 3 2007, 7:32 pm Akar Post #11



Ewww no, too many locations. I'm slowly grasping it, I know that it uses mobile grid, that much I know.



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Sep 3 2007, 7:35 pm Demented Shaman Post #12



No, it doesn't use mobile grids at all.

There's also many many ways to do a coordinate system.



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Sep 3 2007, 7:50 pm Akar Post #13



Trigger
Players

  • Player 1
  • Conditions

  • Player 1 custom score is Exactly 1.
  • 'Switch 02' is set.
  • Player 1 has suffered at least 1 deaths of X counter(2).
  • Actions

  • Create 6 Zerg Guardian at 'Target' for player 2.
  • Remove 4 Zerg Guardian for Player 2 at 'anywhere'.
  • Center location labeled 'Target' on Zerg Guardian owned by Player 2 at 'anywhere'.
  • Remove all Zerg Guardian for Player 2.
  • Modify resources for Player 1: Add 1 Ore.
  • Modify death counts for Player 1: Subtract 1 for X counter(2).
  • Modify death counts for Player 1: Add 1 for X counter(1).
  • Preserve Trigger.
  • Comment: plotting +x

  • Whats that then...

    Post has been edited 1 time(s), last time on Sep 3 2007, 7:50 pm by Akar.



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    Sep 3 2007, 7:52 pm Demented Shaman Post #14



    Quote from Akar
    Trigger
    Players

  • Player 1
  • Conditions

  • Player 1 custom score is Exactly 1.
  • 'Switch 02' is set.
  • Player 1 has suffered at least 1 deaths of X counter(2).
  • Actions

  • Create 6 Zerg Guardian at 'Target' for player 2.
  • Remove 4 Zerg Guardian for Player 2 at 'anywhere'.
  • Center location labeled 'Target' on Zerg Guardian owned by Player 2 at 'anywhere'.
  • Remove all Zerg Guardian for Player 2.
  • Modify resources for Player 1: Add 1 Ore.
  • Modify death counts for Player 1: Subtract 1 for X counter(2).
  • Modify death counts for Player 1: Add 1 for X counter(1).
  • Preserve Trigger.
  • Comment: plotting +x

  • Whats that then...

    A misunderstanding. I didn't realize you were referring to the Projectile Plotter map.

    Also, the system I had in mind was something like one of Tux's old maps where it was more of an aerial perspective.

    Post has been edited 1 time(s), last time on Sep 3 2007, 7:59 pm by devilesk.



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    Sep 3 2007, 8:30 pm Falkoner Post #15



    Someone just explain a system that lets you fire the projectiles



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    Sep 3 2007, 8:41 pm Akar Post #16



    Give me some time to study it, I won't be able to explain it until I recreate it.



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    Sep 3 2007, 11:09 pm AntiSleep Post #17



    The idea is to draw a section of a parabola. This would be easiest if you had a different input value for starting vertical and horizontal velocity( just so you dont have to calculate them from the angle), horizontal velocity remains constant(unless you feel like implementing wind calculations), vertical velocity constantly accelerates down. so if starting velocity is 4 up 4 right, you would use your coordinates or grid to move your point of reference up 4 and right 4, then you would reduce vertical velocity by 1, so you move 3 up 4 right, then 2, 1 ,0, then you move down increasing velocity by 1 every trigger until you hit your wall.<br />power and height have very specific meaning in physics, power in this context means nothing, height only means something in relation to point of reference, which is arbitrary.

    Power is energy/time, or force*distance/time, and is irrelevant unless you are trying to simulate the device that actually does the firing of the projectile.

    Also, I suggest using an interceptor(or a few) as the projectile, kinda like what was done in aerial combat(use a spider mine as your point of reference, and have the interceptors all follow it.

    Post has been edited 1 time(s), last time on Sep 3 2007, 11:01 pm by AntiSleep.



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    Sep 4 2007, 1:11 am Falkoner Post #18



    I don't plan on using the system, I just want to learn how it works.

    Okay, so let me see if I got it.

    So you fire the projectile, and depending on how much vertical velocity you add a certain amount of minerals, for horizontal you add vespene. Then you just subtract from each variable slowly, and the more vertical you have the higher on the mobile grid you move it, once you get less vertical variable, you start to move it down the mobile grid, and the same basic concept works for the horizontal, correct?



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    Sep 4 2007, 1:59 am Akar Post #19



    It is kinda a useless system >.>
    But I'm getting closer to understanding it.



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    Sep 4 2007, 2:41 am LegacyWeapon Post #20



    If you learn projectile motion in physics, it's quite simple.

    X is horizontal motion
    Y is vertical motion

    X is affected by air resistance (anything you want it to be)
    Y is affected by gravity (-9.8m/(s^-2))

    So when you launch something with a set velocity and angle (to the horizontal), you use the cos(angle)*velocity to determine the X velocity and sin(angle)*velocity to determine the Y velocity. Then using those, you can subtract velocity based on the air resistance and gravity (acceleration).

    Generally, we neglect air resistance (which results in the horizontal velocity X being constant).

    See this: http://library.thinkquest.org/2779/More.html

    Post has been edited 4 time(s), last time on Sep 4 2007, 2:49 am by LegacyWeapon.



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