In my map i need to detect when a unit has moved, right now im trying to do this by detecting when a unit is not in the walking location which is an inverted location. The problem is the location NEVER detects when the unit is inside even if i center the location on the unit. The inverted location is smaller then the units collision box.
EDIT
I did some more testing and it turns out that the inverted locations in the newest version of scmdraft (in the scmdraft topic) does not detect ANYTHING. Atleast not for me.
Post has been edited 1 time(s), last time on Sep 23 2009, 12:29 am by samsizzle.
None.
I did some more testing and it turns out that the inverted locations in the newest version of scmdraft (in the scmdraft topic) does not detect ANYTHING. Atleast not for me.
I recently made a map that detects units perfectly well using the inverted location automatically made by SCM Draft, have you tried changing the size of it slightly? Perhaps it made it a tiny bit too big.
None.
i made the location borders 3 pixels from the collision border going inside.
None.
Post map; do it manually; use old version.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
Maybe you need to increase the location by 1-2 pixels in width and height?
None.
Your eyes might be fooling you. Use the unit size values from DatEdit. If this does not help, post the map.
None.
Here's the map. The trigs for the footsteps are on the bottom of player 1's trigs, the first trig centers the location and adds deaths. And the second trig makes the sound play after a certain amount of deaths so that the sound doesn't play a kajillion times a second. And the locations are below the null at the top left of the map.
None.
The reason it isn't working is because the zealot's collision box is lower than the 'center' of the zealot. This leaves the inverted location above where the zealot is supposed to be read as 'in'. Change the vertical dimension to try an compensate.
None.
I tried that kaias and it didn't work. It did the same thing as before.
None.
I tried that kaias and it didn't work. It did the same thing as before.
The window of height that it can be is extremely small, the collision size is very offset. Also, if you still want instant detection of movement you'll have to make an identical inverted location except for being 1 pixel too tall. The problem is that with a shortened height the zealot can move up and still be in it, however, with the one 1 pixel too tall, if the zealot is now in that as well, you know that it moved up.
None.
http://www.staredit.net/topic/7635/I wish you had told me you were using a zealot. I thought something was seriously wrong with scmdraft.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
I tried 12x11 like it said in that thread and it worked. So thanks. And thanks kaias.
This topic has served its purpose...
None.