Why am I only finding out about this now? Good map. Still is the system multicastable? How much does it lag does it make with larger tracks? For the movable pieces of track, do you use triggers or data?
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Why am I only finding out about this now? Good map. Still is the system multicastable? How much does it lag does it make with larger tracks? For the movable pieces of track, do you use triggers or data?
Currently the system is not multicastable but I will be adding that functionality as I have planned some puzzles with multiple train cars. This will not be difficult as the motion equations were the bulk of the work. This should also not cause lag as the periodic function which defines train motion essentially only has to move one actor per iteration; the rest of the function is calculating and defining points. Adding multiple cars or even a car per player in a 12-player map should still amount to moving a very small number of actors.
What do you mean by, "does it make with larger tracks?" As in the other 8 track pieces? (The next version will have those). Or do you mean does it allow you to place a massive monorail on your map? (In a city or something). Currently there is one size and I haven't really thought about including more options. However, I think this is an interesting idea; in future versions I intend to further generalize and simply the motion equations which would make a change of this sort trivial. Already I have a speed parameter that is alterable by changing one variable, so ideally yes, I would like to have as many options as possible.
One thing about sizing, however, is that while you could customize the scaling to however you'd like it, you'd still have scale and place the track pieces manually. Thus, either you'd have to know what you were doing with that, or I could include possibly 3 set sizes to play around with.
Oh, and the movable pieces of track use triggers that replace units rather than data that changes unit facing. However, now that you mention it, I think that having the trigger detect facing and altering the motion equations based on that parameter would let me simplify things further, so I will play around with that.
As in the largest maps with a huge array of track. How much does it lag compared to something simple like zerglings.
If you had purely done it using data you could have used a morphing series of units using the one click response behaviour and an Issue Order effect.
Still I think it has great potential for puzzles especially if you can link it to other simple features like push a block or something onto the train and then drive it to the edge of a track to form a bridge etc.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Nice work! but is it possible to remove the stands of the monorails? Im having trouble using it on my city because its too short and always get in the way.
Why am I only finding out about this now? Good map. Still is the system multicastable? How much does it lag does it make with larger tracks? For the movable pieces of track, do you use triggers or data?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Really nice. Just looks like a cool map :)
Currently the system is not multicastable but I will be adding that functionality as I have planned some puzzles with multiple train cars. This will not be difficult as the motion equations were the bulk of the work. This should also not cause lag as the periodic function which defines train motion essentially only has to move one actor per iteration; the rest of the function is calculating and defining points. Adding multiple cars or even a car per player in a 12-player map should still amount to moving a very small number of actors.
What do you mean by, "does it make with larger tracks?" As in the other 8 track pieces? (The next version will have those). Or do you mean does it allow you to place a massive monorail on your map? (In a city or something). Currently there is one size and I haven't really thought about including more options. However, I think this is an interesting idea; in future versions I intend to further generalize and simply the motion equations which would make a change of this sort trivial. Already I have a speed parameter that is alterable by changing one variable, so ideally yes, I would like to have as many options as possible.
One thing about sizing, however, is that while you could customize the scaling to however you'd like it, you'd still have scale and place the track pieces manually. Thus, either you'd have to know what you were doing with that, or I could include possibly 3 set sizes to play around with.
Oh, and the movable pieces of track use triggers that replace units rather than data that changes unit facing. However, now that you mention it, I think that having the trigger detect facing and altering the motion equations based on that parameter would let me simplify things further, so I will play around with that.
Thanks, lots of food for thought.
As in the largest maps with a huge array of track. How much does it lag compared to something simple like zerglings.
If you had purely done it using data you could have used a morphing series of units using the one click response behaviour and an Issue Order effect.
Still I think it has great potential for puzzles especially if you can link it to other simple features like push a block or something onto the train and then drive it to the edge of a track to form a bridge etc.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Bump for Version 2.0 (finally)!
@Hegemuffin: Go
Nice work! but is it possible to remove the stands of the monorails? Im having trouble using it on my city because its too short and always get in the way.
http://www.sc2mapster.com/forums/resources/art-assets/86483-i-need-help-regarding-monorail-stand/
@JayceeCordova: Go
Holy necro batman
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