Ok so recently I have started to think about a map and of course I made sure I thought about the possibility of all the triggers needed to make the map possible before I got to work . What I planned on doing was to make a small part of the map covered in fog of war, this is where the triggering will be going on. On the revealed part of the map, it would kinda have a zoomed in view of whats going on in the fog of war part of the map so that the player could have a better view of whats going on. for example, in the hidden part of the map there would be a grid in 2x2 tiles about 20 by 30 and in the revealed part of the map there would be 5x5 tiles about 50 x 75. If you can't tell already, the revealed and unrevealed grids share the same dimensions just in different sizes. Lets say there was a pylon randomly placed on one of the 2x2 squares in the hidden part, how could I make it so on that same corresponding spot on the larger, revealed part of the map there would also be, lets say, a nexus. I don't want to use an excessive amount of locations to achieve my goal. Basically i want the larger grid to mirror the smaller grid but with a larger unit/building and without using a million locations.
ANY HELP WOULD BE GREATLY APPRECIATED!
None.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
You could place burrowed or flying cloaked units for different players in the middle of each section of the small and the large grid. Then center on these units.
Or, if you don't have so many different units to spare you could place burrowed lings along the borders of the grids forming a x-y coordinate system. Give the burrowed lings to another player in the small grid and count how many gives you need then give that many times the lings in the large grid and you found the correct place for that axis.
but if he wants to place pylons, would not burrowed lings be troublesome?
I would recommend
this style of thing, using the first half to detect coordinates in the smaller grid and using those coordinates as the input for the 2nd half, which would be in the larger grid. just have the first half adding 2 or 3 mins instead of 1 to create the ratio you want.
The difficulty with this, or any other method, is to accurately prevent the same thing from being detected twice, especially if there are many copies of things. Recreating movement would be even harder. the first could be dealt with if you were able to change the owner of stuff in the smaller one, but i got no ideas on the other.
None.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Quote from The_Underscore
but if he wants to place pylons, would not burrowed lings be troublesome?
Indeed. He'd need a mobile grid to place the pylon off the zergling and place the ling itself a little off the center of the cell so the pylon is centered again.
I'd prefer my 2nd suggestion with the coordinate system anyways - just thought I'd also mention a cheap way
. It's the cleanest and still not very hard to do.