Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Free Aim Shooter
Free Aim Shooter
Jul 30 2008, 5:32 pm
By: Bolshevik  

Jul 30 2008, 5:32 pm Bolshevik Post #1



I'm attempting to make a map to where you control a single unit such as a Dark Archon [Succeeded]
And where you move around Shooting Missiles, Rockets, Torpedoes etc, at other Player's Dark Archons [No Success]
I have the Damage Counter completed, but i just need to figure out how to Create a free aiming system to where the missiles will keep flying in the direction that you shot them.
My idea was to have an air unit floating around you on a Mobile grid system and your Dark Archon will just MC the direction you want to shoot. But i have no idea how to do this

If this was made and mastered, you could make tons of maps like: Twisted Metal (starcraft edition), Tank Wars, Metal Slug etc
Any real third person shooter...



None.

Jul 30 2008, 6:38 pm Falkoner Post #2



There has to be some sort of limit as to how many you can have, since you somehow have to keep track of them all, I think there's no real way for it to be unlimited, unless you simply placed locations all around the map and ordered the unit to move there to begin with, but I don't think that would be as accurate.



None.

Jul 30 2008, 6:52 pm Bolshevik Post #3



Quote from Falkoner
There has to be some sort of limit as to how many you can have, since you somehow have to keep track of them all, I think there's no real way for it to be unlimited, unless you simply placed locations all around the map and ordered the unit to move there to begin with, but I don't think that would be as accurate.

Not as accurate indeed but say more the locations, more likely to be accurate, but hey missiles aren't always that accurate, does anyone have ideas on how to aim?
Your only going to be alloted like up to 10 missiles anyways unless until you find / pick up more



None.

Jul 30 2008, 7:04 pm Falkoner Post #4



Oooh... I just got an idea, you could aim using Dark Swarm, that's what I always thought you would do, and then based on which direction you shot in, you'd have to use a mobile grid or something to detect which direction they shot it, then from there you'd use a mobile grid to move in that direction to the edge of the map, once the edge was reached you would then order the unit to move to that spot :) You'd have to copy a few triggers a bunch of times, to make it so it all happens in one trigger loop, but that's not much of a problem.



None.

Jul 30 2008, 7:17 pm Kaias Post #5



Defiler dark swarm would be much better suited for your purposes.

I would use a coordinate system to detect where the swarm is and where your defiler is. Then using some math find out where the unit would hit along the border of the map if a ray way shot out from your defiler to the swarm.

If this sounds like something you'd want to do then I can describe it in greater detail for you.



None.

Jul 30 2008, 7:29 pm Vi3t-X Post #6



Theoretically speaking:

Center location P1 over P1 Dark Archon
Always move PX Observer over P1 Dark Archon
Center location P2 over P2 Dark Archon
Always move PX Observer over P2 Dark Archon

Player 2 Commands at least 1 Observer at location P1
Create 1 Scourge for PX at location P1
Order all Scourge at location P1 to attack location P2
Player X Commands at least 1 Scourge at location P2
Kill exactly 1 Scourge at location P2
Subtract X points from "Health"
Preserve Trigger

Theoretically a MC shooter, may work with feedback if it involves killing a floating target somehow. :ermm:



None.

Jul 30 2008, 8:03 pm MillenniumArmy Post #7



Hmmm, here's how I might do it:

Like you've mentioned, use a mobile grid over your DA. Use Mutas as ur grid units and create 8 different burrowed units owned by a computer player or a neutral player (normal ling, hydra, defiler, drone, infestedterran, hero ling, hunterkiller, and hero defiler) around your archon. Also have 2x2 or 1.5x1x5 locations centered on each of these 8 units. The reason for these locations is to detect whether your DA moves. If your DA moves, then you simply "refresh" your mobile grid and burrowed units by recreating them (and recentering the locations). So, if you stand still, you are capable of mindcontrolling these burrowed units of yours. The reason I say burrowed units is so that first it looks neater and second, if you happen to get too close to someone else, burrow units can be stacked on top of each other or something (and you can make triggers which counter you from MCing other player's burrowed units)

Now, make firing triggers where first: it'll detect which burrowed unit you own and depending on the unit, it'll create grids that shoot off in the corresponding direction. Second: detect how many other "missiles" or "shots" you currently have already being shot. If you are only allowed to shoot one thing at a time or only have one existing at time, then you may ignore this second part.
Again use Mutas for the grid units. Say if your shot is going to be shot in the northwest direction, make your mobile grid and your "aimer" location constantly recenter on the top left unit of the mobile grid. And have your missile unit or w/e ordered towards this aimer location. You can stop the constantly relocation of the mobile grid once it hits the border of the arena or something, but make sure that your triggers will still acknowledge that your "missile unit" is still being shot.



Yea, something like that.



None.

Jul 30 2008, 8:28 pm Madroc Post #8



This probably isn't what you're after, but you could use the "Create COP" thing on flag locations to aim and then your missile will fly towards it.



None.

Jul 30 2008, 8:32 pm JaFF Post #9



I've read only the first post, so this may have been said, but:

Maelstorm (or how that ability is called) kills hallunicated units. Therefore you can have hallunicated units under those Dark Archions, and detect when they die.

To create a system that makes the missiles (assuming those are units) move in the direction you shot them even if they missed the target:
-When you shoot, get your D Archon's coordinates
-Get the target's coordinates
-Calculate the X and Y difference between them
Next, you have two options:
1. Use a mobile grid. Let's say that your target is 3 tiles to the right from you (X) and 5 tiles higher (Y). Knowing this, you order a mobile grid to move from you untill it reaches the border of the "arena" in blocks of 3-right, 5-up (thus copying the relation of you and your enemy in coordinates). It's simple - after each block is complete, check if the mobile grid is still in the arena.
2. Use a location grid. You add the X difference to the X coordinate and Y difference to the Y coordinate until the point represented by those coordinates leaves your arena. To do so, use birany countoffs. Once you've done that, use a location grid to move a location to that point.

I think all the concepts I mentioned should be found in the wiki (though I haven't checked). If not, ask here if you have any questions.



None.

Jul 30 2008, 8:52 pm Kaias Post #10



Quote from Madroc
This probably isn't what you're after, but you could use the "Create COP" thing on flag locations to aim and then your missile will fly towards it.
COP's don't work after the first 5 minutes.



None.

Jul 30 2008, 8:52 pm MillenniumArmy Post #11



If you want something very very simple, here's what you could do:


- Have computer units (preferably air or burrowed) or something placed every 10 or so squares apart throughout the whole arena. When you mind control one of these units, you will shoot something towards said unit (and of course this unit will be given back to the comp or w/e immediately). This can be useful if you want to implement this system for a game where you simply battle your opponents in an arena.
- Or, even simpler, have an aimer that circles an arena. That's what I used for a few mini-games.


Quote from Kaias
Quote from Madroc
This probably isn't what you're after, but you could use the "Create COP" thing on flag locations to aim and then your missile will fly towards it.
COP's don't work after the first 5 minutes.
Yea, 10 minutes into the game it wont work. A better system would be to use Nydus Canals. But your arena would have to have creep and there will be like a split second delay before the nydus canal is completed
Again, just ideas. But I still like my previous post's concept better :P



None.

Jul 30 2008, 9:59 pm Kaias Post #12



Quote from MillenniumArmy
If you want something very very simple, here's what you could do:


- Have computer units (preferably air or burrowed) or something placed every 10 or so squares apart throughout the whole arena. When you mind control one of these units, you will shoot something towards said unit (and of course this unit will be given back to the comp or w/e immediately). This can be useful if you want to implement this system for a game where you simply battle your opponents in an arena.
- Or, even simpler, have an aimer that circles an arena. That's what I used for a few mini-games.


Quote from Kaias
Quote from Madroc
This probably isn't what you're after, but you could use the "Create COP" thing on flag locations to aim and then your missile will fly towards it.
COP's don't work after the first 5 minutes.
Yea, 10 minutes into the game it wont work. A better system would be to use Nydus Canals. But your arena would have to have creep and there will be like a split second delay before the nydus canal is completed
Again, just ideas. But I still like my previous post's concept better :P
Whoops, I meant 10.

What do building buildings count as? Are they buildings before they are completed?



None.

Jul 30 2008, 10:12 pm MillenniumArmy Post #13



Only completed buildings can be detected by trigger conditions. However, both completed and incomplete buildings can be affected by actions. In SCMDraft, the fastest time I could make the build time for nydus canals is 3. Any less it glitches up the nydus canal



None.

Jul 30 2008, 10:43 pm Madroc Post #14



Quote from Kaias
Quote from Madroc
This probably isn't what you're after, but you could use the "Create COP" thing on flag locations to aim and then your missile will fly towards it.
COP's don't work after the first 5 minutes.

Darn it! I thought that was such a cool idea. Sucks that Nyduses don't work very well at all since you need creep.



None.

Jul 30 2008, 11:25 pm stickynote Post #15



You could just surround the area with colonies, and the creepless areas are non-fighting zones.

One way you could do it with dark archons would be to place zerglings all over the place, and mind control them to cast.



None.

Jul 31 2008, 1:55 am Vi3t-X Post #16



The creep may or may not "Fuglify" the map.



None.

Jul 31 2008, 4:45 am Madroc Post #17



Quote from Vi3t-X
The creep may or may not "Fuglify" the map.

Creep is pretty much fing ugly in my book. how do you figger?



None.

Jul 31 2008, 4:59 am MillenniumArmy Post #18



Well if you arrange it like how i did in one of my mini-games, it should look fine.



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