Try a different system then... perhaps a zone system (divide your map into regions or squares or something) and keep track of how many players are in each when a player enters/leaves and fill it and its 8 neighbours with drones so each player has atleast one screen full of drones. That's one idea I had. Of course replace drones with w/e invis unit.
Zelda: Subtle things like hold mouse will help put the user into the atmosphere of diablo. But yeah, it's iffy atm.
Oh yeah I know, its not a diablo clone tho. Its diablo style as in its an action game with similar controls. In-game players would not find anything to point at diablo.
That's what I was thinking; in order to cut down on excess loading times, or ridiculous unit count, potential errors, etc. Why not just divide the map into regions, and load up the invisible drones if x amount of players are in the region. Or trigger them at certain points in the game and remove others.
Y, problem with that is that its circle detection. Not square detection. So there will always be blanked areas... You can cover 100% f the terrain. Tho its accurate enough, but not best for some systems...
If i can find a good square model, it sure as hell possible
Instead of filling the whole map with dummy units do this.....
1. Create a dummy type unit like you already have.
2. makes it collision size alot smaller, like .2 or .3. 10 times smaller than a marines collision
3. Make a ring of 15-20 dummy units around your mouse cursor (or a unit directly under the mouse cursor for initialization) but make sure you calculate how many dummy units you need to make such that there is no gaps in the ring. rememeber circle geometry from high school, lol.
4. whenever your mouse cursor moves out of the ring, it will highlignt one of the dummy units.
5. immediatley move the dummy ring units so that they make a ring around the unit that was highlighted and set the MousePosition variable to the highlighted unit. (before you move it to its new spot obviously)
this will serve as mouse movement detection and require no grid of dummy units.
I havnt tried this yet but i just smoked some decent kush and it sounds like a solid system
Edit:
The patch is released and someone said the way to check mouse position is an event. Some said this was yay, other's theat they rather had a function.
Still like to revive this topic .. is there a better solution out there now?
@davidg121: Go
Try a different system then... perhaps a zone system (divide your map into regions or squares or something) and keep track of how many players are in each when a player enters/leaves and fill it and its 8 neighbours with drones so each player has atleast one screen full of drones. That's one idea I had. Of course replace drones with w/e invis unit.
Zelda: Subtle things like hold mouse will help put the user into the atmosphere of diablo. But yeah, it's iffy atm.
Oh yeah I know, its not a diablo clone tho. Its diablo style as in its an action game with similar controls. In-game players would not find anything to point at diablo.
Just wanna say that's pretty darn cool OneTwoSC.
@OneTwoSC: Go
That's what I was thinking; in order to cut down on excess loading times, or ridiculous unit count, potential errors, etc. Why not just divide the map into regions, and load up the invisible drones if x amount of players are in the region. Or trigger them at certain points in the game and remove others.
Library's on the way, might be in tomorrow (as I have to finish all the parameter and such)
In the mean time, another use for this
Edit: Library is live
http://forums.sc2mapster.com/resources/trigger-libraries/11481-library-realtime-mouse-tracking-system/
If i can find a good square model, it sure as hell possible
@progammer: Go
Guys,
Instead of filling the whole map with dummy units do this..... 1. Create a dummy type unit like you already have.
2. makes it collision size alot smaller, like .2 or .3. 10 times smaller than a marines collision
3. Make a ring of 15-20 dummy units around your mouse cursor (or a unit directly under the mouse cursor for initialization) but make sure you calculate how many dummy units you need to make such that there is no gaps in the ring. rememeber circle geometry from high school, lol.
4. whenever your mouse cursor moves out of the ring, it will highlignt one of the dummy units.
5. immediatley move the dummy ring units so that they make a ring around the unit that was highlighted and set the MousePosition variable to the highlighted unit. (before you move it to its new spot obviously) this will serve as mouse movement detection and require no grid of dummy units.
I havnt tried this yet but i just smoked some decent kush and it sounds like a solid system
@progammer: Go
Cool library progammer! Nice job!
@BudSMoken: Go
Lol. Your idea sounded good. Until I read the last line.
It actually _is_ possible to get the clicked mouse x, y position without much hassle:
@rasive: Go
what you say is only true for clicking. but he doesn't click when retrieving mouse position.
@Helral: Go Ah yes you are right, it doesn't seem it's possible to trick it into getting the x y coordinates while holding down a button, my bad.
@BudSMoken: Go
Yes, that's what I was telling to that UmbraLamina guy who made system like this at first.
I like BudSMoken's suggestion. Seems like it would take up a lot of resources to have thousands of units in the larger maps.
I've been looking for a better solution to this.
In the upcoming 1.2 patch it is stated that this will change in the editor:
"New trigger event: Mouse Moved, sent in response to the mouse being moved in the game world. "
Will this change anything?
Preliminary changes are listed here : http://us.battle.net/sc2/en/forum/topic/1213111662
Edit: The patch is released and someone said the way to check mouse position is an event. Some said this was yay, other's theat they rather had a function.
Still like to revive this topic .. is there a better solution out there now?
@MeltAge: Go
You could use the trigger solution and ignore this entire tutorial and yes it would save you time but I think it's laggy on Bnet...
I posted in wrong place sorry please erase this post