ok. working on a map (duh). I would like the players to be able to use a "use" action to push objects, as well as other things.
so far i cant figure out how to make a push trigger. all i can do is make a "pull" trigger, which works i guess, but has issues with the map itself.
ive inserted a small map with my pull trigger in action. basically you stand next to the object and use the gateway as a menu to pull it.
any ideas on how to "push" instead of "pull" would be great. if you want you can edit this map and repost it with your trigger.
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Ummm, not sure how easy or if it would work 100% but maybe you could use a mobile grid and create a unit infront of your unit you control and since its spawning inbetween them it might "push" but I can't test that atm.
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Mobile grid or direction detection.
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im not entirely sure how to make a mobile grid. could you use the map i posted ad show me?
i know it has something to do with spawning lings and removing them, but im not sure numbers etc. plus my map is extremely small in terms of room, so im not sure if that would work.
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If you don't need it to be very accurate you could do something relatively simple like create some units near the gas tank, remove the ones near the marine and then move it to one of the remaining ones. That would let you move it around, though maybe not directly away from the marine.
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Detect direction, then make a wraith or something go iut from your rine in that direction, moving all units under it to it.
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detect direction?
btw guys, ive already tried to spawn units by the tank etc. doesn't work. and i would like the pushing to be precise as well.
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Grid SystemsIf you need it to works instantly, mobile grids will allows you to move it accurately by 1 or 1.5 tiles. An easier but sloppier solution is the one Kenoli suggested.
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Yeah you definitely are going to want to use a mobile grid system. A mobile grid allows you to place locations in a square around a specific spot, anywhere. So, you do this around a player, when the player reaches a certain distance from a certain item. Place a mobile grid over the player, and detect which of the locations the item lies in. Using this information, you can mobile grid off of the item, and move it in the direction you detected earlier.
You probably won't want to go through the trouble of integrating a map-wide grid.
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so ur saying i need to make a mobile grid on both the player and the barrel? that sounds like i would have a TON of mobile grids, the map is going to be 5 player and have about 20 or more barrels...
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so ur saying i need to make a mobile grid on both the player and the barrel? that sounds like i would have a TON of mobile grids, the map is going to be 5 player and have about 20 or more barrels...
It doesn't matter how many items or players you have. You will need only one set of triggers and locations that will work over all items and players.
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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
Yeah, that's why it's called a mobile grid (as opposed to a static grid).
However your barrel should be a unit that you can center on. If you can't you'll have to burrow a unit under each barrel and center on it instead.
Then find out in which direction your hero is standing and move the barrel to the opposite direction using the same grid.
ok thanks guys. i wasnt sure if the mobile grid was accurate enough. but i guess it is.
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