Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Junkyard Dog AI on an observer
Junkyard Dog AI on an observer
Nov 23 2009, 10:53 pm
By: killer_sss  

Nov 23 2009, 10:53 pm killer_sss Post #1



Ok I am trying to create a little fishing program for an rpg of mine. I would like to use the junkyard AI on an observer to similate a darker spot in the water where the fish is. The problem I have is I don't want any of the observers going outside of the lake, river, ect. How do I tell the fish to junkyard In the location only?

I've thought of telling it to go to the center of the lake/river but that seems kinda stupid imo and would only clutter the fish in one location which I definately don't want. Any Ideas?



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Nov 23 2009, 11:08 pm Kenoli Post #2



You could create some locations or some such around the perimeter of the water and order back any obs that stray into them.



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Nov 23 2009, 11:10 pm ImagoDeo Post #3



Simple. Make a location that covers the entire lake/etc and if the player brings 0 observers to that location, move the observer from 'anywhere' to the location.

Unless you have more than one observer. Then it gets a bit more complicated.



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Nov 23 2009, 11:50 pm killer_sss Post #4



yes I plan to have many observers which is why I don't want to move them to one location. I want like 10 fish in a lake and if any stray I need to order them somewhere and then order the junkyard dog AI again.

Problem is if I order them to the same spot its going to look fairly unatural not to mention it will clutter any fish that stray away.


Also ran into another problem thinking about this. Is there a way to center a location on any of these fish (observers)? Anyway to track about 10 (1-2 per lake) different observers distinguishing them from other observers? Maybe give two observers to a different computer or is there a way to do it without doing this?

Would kind of like to center locations on different observers everynite and maybe vary where they would be place like 4 in some lakes and maybe none in others. Any way to accomplish this?



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Nov 24 2009, 10:05 pm XGenesis Post #5



Make a location (lets call it X) that follows a different observer for a different player (computer). Make sure you can't see this observer.

Then, make locations around your lake and when a "fish" goes to that location, bring it back to location 'X'.



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Nov 25 2009, 12:01 am JaFF Post #6



Use mobile grids to specify a location for the observer to move back to. Don't forget to move the observer away to a remote storage location while the grids are running. You can randomize the grids as you see fit. Grid systems article



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Nov 25 2009, 12:18 am killer_sss Post #7



ok prolly go with something like gensis's idea because I don't understand mobile grids to well and why and how they work.


any way to track specific fish if they are all observers besides giving them to a different player? Reason being I only want some fish to be big enough to keep but, I don't want to set up a trigger that just randomizes wether a fish is big enough and instead would like them to fish and try to catch different fish seeing if any are big enough.



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Nov 25 2009, 12:22 am JaFF Post #8



Quote from killer_sss
ok prolly go with something like gensis's idea because I don't understand mobile grids to well and why and how they work.


any way to track specific fish if they are all observers besides giving them to a different player? Reason being I only want some fish to be big enough to keep but, I don't want to set up a trigger that just randomizes wether a fish is big enough and instead would like them to fish and try to catch different fish seeing if any are big enough.
Have you read the article? If you have and don't get it, I will gladly explain it if you wish. Just PM me or ask in this topic.

As for your question: no. Unless you're willing to limit a specific fish to a specified region of the lake (trigger it so that there is only one fish per some area of the lake).



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Nov 25 2009, 1:45 am killer_sss Post #9



yes i have read the article and It wasnt what I was thinking of when you first said mobile grids. I had read it before and there was one that was a static grid although it did not have any burrowed units in each row or column. It had units along the sides and top only and I never quite figured out how that one worked. Its been a while and I can't remember what specifically the demo map was called but it was confusing.


As for the tracking of units would it be possible to center 2 different locations on units to track them? Say you create a location and center it on the observer on another preplaced location. Then center them alternatively Spaced more apart than it can travel in that time. Thereby always having a referenced location to center the other location on? It would transfer obviously if any observers crossed paths but the question is would it be changing observers alot?



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Nov 25 2009, 5:53 am NudeRaider Post #10

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 can't center on locations, just units. So you would have to create a unit at your reference location, center on the unit and remove the unit. This can get inaccurate if air units are blocking the creation/move.




Nov 25 2009, 8:35 am JaFF Post #11



Quote from NudeRaider
You can't center on locations
You can by centering it on a unit that is not there, or can not be centered on (such as map revealer).

@ Killer_sss: Mobile grids are not the ones involving units on the sides of the map. They are the ones involving the creation/removal of air units. I suggest you read over the 'mobile grids' part of the article more carefully and ask any questions you them might have.



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Nov 25 2009, 11:01 pm killer_sss Post #12



I said I did read it and have before. When you first mentioned it I thought it was something else. Idk why I had it stuck in my head that way. I understand mobile grids. I don't understand the thing with units along the side so I should be good.


As for centering you can center a location on a unit at another location. I was looking to center 2 locations alternatively on observers. So as the observer moves center on location A on Observer located at location B and clear switch AB Which would then Center Location B on Observer located at Location A. Obviously I don't want to do this at hyper speed So I would need a delay but the delay can't be faster than the observer moves away.

My question is would this change observers too much when observers cross paths or would It stay realtively the same provided Observers don't cross paths too much. I'm not sure how often they would cross in a box thats 6x20. Anyone have any ideas?



None.

Nov 26 2009, 10:45 am JaFF Post #13



Just make a test map for that. :P



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