LocUnlock v1, Modders finally get locations in melee!
Post #21
O)FaRTy1billion
Sep 30 2008, 8:47 pm
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.rapsdleF
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To further specify: locations that havn't been placed or those that have been deleted are at coordinates (0,0),(0,0). Placing the location just sets the coordinates.
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Post #22
MC²Hercanic
Oct 1 2008, 4:23 am
Post #23
MC²poiuy_qwert
Oct 1 2008, 5:10 am
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PyMS and ProTRG developer
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If you stop using it, that means no actions or conditions use it, so the location effects nothing at all ever. locations that havn't been placed or those that have been deleted Q3. Do you predefine each location, or is creation dynamic? As in, could I specify a new 2x2 location to be created and centered on every Marine every player makes? A3. Since locations always exist, you don't actually create them, LocUnlock lets you change any property about any location at anytime, then you can do whatever you want with it. Centering would be done with the normal Center Location action. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #24
MC²Hercanic
Oct 1 2008, 5:40 am
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If you stop using it, that means no actions or conditions use it, so the location effects nothing at all ever. You can predefine the locations, or change their settings whenever you want, its up to you. And your example is possible, its just really hard, and the only way it could be accomplished would be looping through the CC's everytime you check for a new one. The reason that is bad is that to loop through them you have to give the each CC to another owner once its checked, then when all CC's are checked give them all back to their origional owners. As for your solution, it's a very interesting idea. What would happen to any in-progress units/research during ownership change? How quickly would the game be able to run through the whole process, and thus how noticable would it be to players? Would it botch the AI? ![]() ![]() ![]() ![]() ![]() ![]() |
Post #25
MC²poiuy_qwert
Oct 1 2008, 6:04 am
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PyMS and ProTRG developer
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Okay, so locations are predefined. You can predefine the locations, or change their settings whenever you want, its up to you. Once again all this does is lets you move, resize, and change the height flags of any location at any time during a game. Anything outside of those is a mapping question, and I'm not an advance mapper. ![]() ![]() ![]() ![]() ![]() ![]() ![]() We mod Starcraft. PyMS (Forums/Local) | FNTGen | ProTRG (Local) | LocUnlock | BWAI Launcher BroodWarAI.com (Forums) | StarCraft: Team Fortress (Forums/Local) |
Post #26
MC²Hercanic
Oct 1 2008, 6:11 am
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Okay, so locations are predefined. Anything outside of those is a mapping question, and I'm not an advance mapper. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #27
MC²poiuy_qwert
Oct 1 2008, 6:16 am
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PyMS and ProTRG developer
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Okay, so locations are predefined. No problem, im just tired. ![]() ![]() ![]() ![]() ![]() ![]() ![]() We mod Starcraft. PyMS (Forums/Local) | FNTGen | ProTRG (Local) | LocUnlock | BWAI Launcher BroodWarAI.com (Forums) | StarCraft: Team Fortress (Forums/Local) |
Post #29
MC²poiuy_qwert
Oct 1 2008, 6:48 am
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PyMS and ProTRG developer
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You can have algorithmic settings, thats why parameters are taken from death counters.
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