The grey shaded areas are 4x4 block units that use search areas to act as collision regions. Kinetics are used to give our hero WASD platformer movement!
So the keys apply translates to the hero that cause him to jump and walk? Interesting, how does the jump translate work, is there a constant translate in the background to apply gravity (low distance long duration translate) and collision stops him from moving, or is it just made up of both a up and down translation? Also how do you adjust the translation up distance based on the length of the key press?
Ah, yes and for gravity! I'll be writing a tutorial on using kinetics to set and modify velocities. Basic 2D platformer systems were gathered on google and translated into SC2 kinetic data. Cliff notes:
Every game tick the unit is in the air, a stack of gravity (negative vertical velocity) is applied. When the unit lands, vertical velocity is set to 0.
On JumpKeyDown, a positive vertical velocity as added to the hero (thus starting gravity's effect on the hero).
On JumpKeyUp the vertical velocity is clamped if the hero is still ascending, limiting the height of the jump if the key is released early.
My current working model for collision keeps track of the unit's position and X/Y velocities every game tick the unit is in motion. If the unit's "hitbox" would be in intersect the ground next tick, it is prevented by a combination of reducing/removing velocity and moving the unit instantly (very short distances, to make sure the units feet always are at the same height on the ground).
Yeaah.... you're the programmers and i'm filthy casual ._. kinda understood the idea, but i'm not sure this will represent exactly the movement i want. Feel free to enlighten me anytime soon cuz the "rose pattern" in google leads to some weird crap O_O
I didn't quite use the correct term, which is my error. Basically, think of the path the moon takes. It is rotating around Earth, but Earth is rotating around the Sun. So the moon is following Earth's path aroudn the sun, but its distance to the sun is bounce back and forth as it rotates around Earth.
Edit: This weekend, I'll work up an example so you can see in more practical terms, and we can see if it is what you are looking for.
This is movement i need for my unit's ability. I used Force effect to pull in and out, because Translate kinetic doesn't allow to define vector. This kind of works in static, but when i move immortal there is asynchronisation appearing due to Force Pull speed is constant while it should be adjusted by taking in account host's movement vector. Any thoughts on this?
Arcane suggested to make another unit that will be attached to primary "moon" but will have perpendicular axis of rotation which should work. With site operation "host height" i can trick the viewer's eye so it will appear as a 2d motion. I just wonder if unit's height will have impact on search area effect.
regarding my preivous post. After fuckening with that idea for a hour i think it cannot be done because seems like that kinetic crap always works in abs coord system, not relative. Unit rotation doesn't affect the axis of driven orbitin object thus my idea is doomed.
Seems like that was designed only for map object interaction, probably will debute in some Nova infiltration mission with traps or elevator puzzles. Could use some mechanic like that conveyor belt from 1st post.
You would think so but they used launch missile effects.
I suspect kinetics were implemented after the campaign was finished since kinetics don't seem to be fully integrated into the editor. They were even less complete when 3.0 launched.
All the map file links in this post are broken because of the new site upgrade ;-; Any way, can someone post it again or have a mod figure out how to fix the links?
@willuwontu: Go
The grey shaded areas are 4x4 block units that use search areas to act as collision regions. Kinetics are used to give our hero WASD platformer movement!
@PirateArcade | I make games | Ask me things on Discord
@greythepirate: Go
So the keys apply translates to the hero that cause him to jump and walk? Interesting, how does the jump translate work, is there a constant translate in the background to apply gravity (low distance long duration translate) and collision stops him from moving, or is it just made up of both a up and down translation? Also how do you adjust the translation up distance based on the length of the key press?
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
@willuwontu: Go
Ah, yes and for gravity! I'll be writing a tutorial on using kinetics to set and modify velocities. Basic 2D platformer systems were gathered on google and translated into SC2 kinetic data. Cliff notes:
Every game tick the unit is in the air, a stack of gravity (negative vertical velocity) is applied. When the unit lands, vertical velocity is set to 0.
On JumpKeyDown, a positive vertical velocity as added to the hero (thus starting gravity's effect on the hero).
On JumpKeyUp the vertical velocity is clamped if the hero is still ascending, limiting the height of the jump if the key is released early.
My current working model for collision keeps track of the unit's position and X/Y velocities every game tick the unit is in motion. If the unit's "hitbox" would be in intersect the ground next tick, it is prevented by a combination of reducing/removing velocity and moving the unit instantly (very short distances, to make sure the units feet always are at the same height on the ground).
@PirateArcade | I make games | Ask me things on Discord
Yeaah.... you're the programmers and i'm filthy casual ._. kinda understood the idea, but i'm not sure this will represent exactly the movement i want. Feel free to enlighten me anytime soon cuz the "rose pattern" in google leads to some weird crap O_O
@abvdzh: Go
I didn't quite use the correct term, which is my error. Basically, think of the path the moon takes. It is rotating around Earth, but Earth is rotating around the Sun. So the moon is following Earth's path aroudn the sun, but its distance to the sun is bounce back and forth as it rotates around Earth.
Edit: This weekend, I'll work up an example so you can see in more practical terms, and we can see if it is what you are looking for.
Thanks, that will be great.
@abvdzh: Go
Here's one that i've done already using it so far on that example map.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
@greythepirate: Go
OMG!!!!!!!!!!!!!!!!!!!!!!!! The possibilities are limitless the hype is real! Now you got my full attention.
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
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Holy lord, this is incredibly useful!
@ArcaneDurandel: Go
@willuwontu: Go
This is movement i need for my unit's ability. I used Force effect to pull in and out, because Translate kinetic doesn't allow to define vector. This kind of works in static, but when i move immortal there is asynchronisation appearing due to Force Pull speed is constant while it should be adjusted by taking in account host's movement vector. Any thoughts on this?
@abvdzh: Go
Unfortunately as afar as I can tell is that you'd want a polar translate, which doesn't exist :(
Arcane might know something I don't and be able to help you though.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
Arcane suggested to make another unit that will be attached to primary "moon" but will have perpendicular axis of rotation which should work. With site operation "host height" i can trick the viewer's eye so it will appear as a 2d motion. I just wonder if unit's height will have impact on search area effect.
Should kinda work, have to test, brb.
regarding my preivous post. After fuckening with that idea for a hour i think it cannot be done because seems like that kinetic crap always works in abs coord system, not relative. Unit rotation doesn't affect the axis of driven orbitin object thus my idea is doomed.
Seems like that was designed only for map object interaction, probably will debute in some Nova infiltration mission with traps or elevator puzzles. Could use some mechanic like that conveyor belt from 1st post.
busted XD
@abvdzh: Go
I imagine it's probably what was used on the carrier mission with the mobile platform. I could be wrong though, I haven't looked into it.
@MaskedImposter: Go
That actually what it was used for.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
@willuwontu: Go
You would think so but they used launch missile effects.
I suspect kinetics were implemented after the campaign was finished since kinetics don't seem to be fully integrated into the editor. They were even less complete when 3.0 launched.
@PirateArcade | I make games | Ask me things on Discord
@greythepirate: Go
Now that you mention it, it is only launch missile effects, they just name the overall effect translate :( which confused me.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
All the map file links in this post are broken because of the new site upgrade ;-; Any way, can someone post it again or have a mod figure out how to fix the links?
Edit: That works in the post below, thanks.
New to the Editor? Need a tutorial? Click Here
Want data assets? Click Here
Here
@PirateArcade | I make games | Ask me things on Discord