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    posted a message on Whats your sad story?

    24 Years, Doing postgraduate masters. Only ever had one girlfriend and was destroyed by it when it didn't work out. Never got closure. It's too bad he doesn't let go easily. Because time and again he is haunted by the questions he never got the answers to (and probably never will. .)

    Each passing day has been a battle to keep busy and stay happy. To flip off depression, his sworn formless enemy. That is me. . . It's so hard to put my heart into postgraduate work I'm supposed to do. It's as if I've chosen the wrong path. . Do I hate this? Maybe?. . I'm a programmer. . Not a research journal writer. .

    In general, I find it hard to talk to people without having a motive behind it. Is this flaw fixable?. . Because it stops me from talking to women I'm attracted to, but have no business with. I'm not desperate, If I was, I would settle for less. But I don't feel that sense of achievement there knowing I could have had better.

    All this can be traced back to confidence. . The world I grew up in was full of discrimination. . People intentionally finding fault in my ideologies. . I tried to please them but it always worked against my favor. Thus, I happened to take it very personally. But now I've chosen to burn bridges, screw those *holes.

    Material goods. . I have pretty much everything that's essential for survival. The only 'want' missing in my life is intimacy, a girlfriend who can color my life from it's monochromatic state. Everywhere I go, I see couples. And It makes me sad that I just can't seem to find someone I can connect with. . I've tested the water, but perhaps not quite enough. . Cos apparently if you don't succeed, you just ain't trying hard enough.

    -Random babble from the mind of a Melancholic that is me.

    Posted in: Off-Topic
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    posted a message on Forcing events to happen, without them actually happening
    Quote:

    Also with the amount that I move the screen around I cant imagine your going to constantly create/remove units based on my camera bounds.... That would be lagtastic.

    I do believe a better way would be to create then move the units. Rather than recreate them each time.

    @SouLCarveRR: Go

    I recall someone tried this with the Diablo Move attack system upon it's initial release You can't cover an entire 256x256 map because there is some kinda undocumented limit cap. Due to all the limitations and stuff, I may be forced to narrow my scope to just top down shooters (or just for my own personal use.. sadly). For obvious reasons, To cover all bases I imagine would be really tough. Theres more than one way, you can set opacity to 0 as well to get the unit to appear 'model-less'

    Posted in: Galaxy Scripting
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    posted a message on Lack of 'SEA' choice for region

    @Eonfuzz: Go

    Welcome, Nice to know another person from SEA who does mapping :)

    Posted in: General Chat
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    posted a message on Forcing events to happen, without them actually happening
    Quote:

    It will create only a fixed amount of unit enough to cover screen for each player. Then camera target will be updated every 0.25s, then move all unit by offset instantly toward that location. when 2 ppl are looking at the same place with my system, there might be double of unit at the same position, it wont be a problem as it increase precision, however it can lag for having too much unit on screen (therefore you need to lower the precision scale)

    Thanks for verifying this.

    @Anthius: Go

    AFAIK... its not possible to move a unit to your mouse position. It's only possible to move your mouse to a units position. As of now, I've no intention to be shooting in any direction asides from forwards.

    Posted in: Galaxy Scripting
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    posted a message on Forcing events to happen, without them actually happening

    @SouLCarveRR: Go

    A ridiculous number of units is exactly what i'm trying to avoid. =/ It's just not efficient. Over-complicated, quite. The results of course are not clear right now but theres no harm having more assets to play with right?

    Posted in: Galaxy Scripting
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    posted a message on Forcing events to happen, without them actually happening

    @SouLCarveRR: Go

    Rather than a grid, we're trying to use circles that are stacked upon one another with different radii, so they all originate from a shared point. Height difference is set to 0.01 (minimum?) This however presents a problem of overlapping thus the requirement for showing and hiding. To ensure objects that are covered have a chance to be highlighted. Try to imagine it as two lights flashing in an alternating manner. When one is on the other is off.

    @progammer Btw, Just curious, with the grid system, are the grid locations fixed about the players camera? or does it shift rows and columns around at fixed X and Y values. For example, the first drone is at (1,1), if the player moves 0.5 units downward, will his change to (1.5,1.5) or (2,2)?

    Posted in: Galaxy Scripting
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    posted a message on [Learning] Galaxy Scripting

    @Reach0: Go

    Best way to learn programming is to get hands on IMO. Think of an application, any application you would like to see. Build it in the GUI, then press ctrl + f11 to view the generated galaxy script. Study it thoroughly, then attempt to do what you did in GUI with right click in trigger view -> new custom script.

    It's basically understanding programming through reverse engineering of the code. And the good news is there's always something new to learn.

    I'm sure theres a lot of people here (including me) who would be more than happy to guide you if you need any help understanding. Just post your questions here.

    Posted in: Galaxy Scripting
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    posted a message on Forcing events to happen, without them actually happening
    Quote from s3rius: Go

    @SouLCarveRR: Go

    You can make an invisible model, but the unit must be clickable, otherwise the hover event won't fire. So:

    1) You'd always get the selection-type mouse cursor (can be changed but currently it's bugged I think). 2) You'd always select the dummy unit when you left click anywhere (deselection event is laggy in multiplayer). 3) You couldn't right-click anywhere because it'd always register as a follow order on the dummy unit. 4) Who knows how well Sc2 handles a single unit of the size of the entire map. 5) It wouldn't help the fact that there is no way of getting the exact position you hover on (afaik).

    <<strikeout>>
    I did some testing a few weeks back. Just set the model _opacity to 0_ to make the unit 'invisible'. Set the unit to _uncursorable_ to get rid of the standard hover cursor. Make it _unselectable_ to remove the selection circle and prevent the unit from being selected by left click, from what i recall, no need to make it unclickable, also i'm not too sure about the hover event not firing if the unit is not clickable, have to try it out myself. 
    <</strikeout>>

    Edit: Whoops, progammer already pointed this out.

    The unit needs to be constantly shown and hidden to allow refreshing. It's going to take more than just one large unit to pinpoint location. It takes me 70 dummy units at scales spread by gaps of 100 scale to cover my widescreen. Knowing the points at which these dummy units are centered upon, Its possible to get the distance from the point based off the scale of the unit (need to store units into array depending on their scale). With 2 sets of 70 dummy units positioned at fixed points calculated off the location the player camera(s) are looking, its very possible to use trigonometry to calculate position.

    From what I currently have brainstormed, a GPS system would need to be able to cycle between all the players in game within a second, and calculate their position. Still exploring to try and find the best way to do this.

    Hover detection is not the main issue with the system now. Its getting it to work in multiplayer, getting it to work fast enough, and getting it to catch distances accurately enough. And the code strictly cannot have waits, or it makes it too slow.

    Edit: Oh, and almost forgot, All this happens without you having to click your mouse. :)

    Posted in: Galaxy Scripting
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    posted a message on Forcing events to happen, without them actually happening

    I have no doubts WASD through the data editor works well. But I see nothing wrong with exploring other methods to see if we can push the limits of the editor a little. Look on the net for bloons supermonkey. It's a top down shooter that doesn't require continuous mouse clicking. If anyone were to ask what is to be achieved through this, my answer would be - Unit movement that follows your mouse, in a similar fashion to

    Maybe i'm a little crazy, but theres something I would really like to try. To build a remake of a game called with Galaxy. WASD via data editor would require UI which essentially covers 1/4 of the screen. Keystroke/Mouseclick detection has delay. For a shootemup that requires bullet quick reflexes, keystroke/mouseclicks aren't gona work. So i'm tryin really hard here to find a better way.

    The GPS thing.. So close, yet so far. Thank god it's the weekend, I'll finally get to do some work with the editor after the stressful week. Will let you know if I discover some kinda workaround progammer

    Posted in: Galaxy Scripting
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    posted a message on Forcing events to happen, without them actually happening

    @s3rius: Go

    All of the above? :P I'm pretty sure it would open up new doors to creative map design. When there is a tool, someone will usually find out how to use it in an innovative way.

    Posted in: Galaxy Scripting
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    posted a message on Forcing events to happen, without them actually happening

    @s3rius: Go

    Haha, alright. Thanks for verifying that. Looks like i'll have to keep trying with that no click method then :P Yeah. I noticed, this section is kinda quiet =( Seems the scripting population is at quite a minima.

    Quote:

    Feeling lonely?

    Oh so very. We should totally organize some competitions that must be done entirely in galaxy.

    Posted in: Galaxy Scripting
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    posted a message on Forcing events to happen, without them actually happening

    @Twinmold20: Go

    Yeah, but that wouldn't register any information into the function callbacks such as EventGetMousePositionX/Y. What i'm trying to get at is that if we can somehow trick the engine into thinking the mouse click event fired without clicking the mouse, we just might be able to get mouse position with much more ease. To do this, I foresee it would take some degree of hacking and observation of how variables are handled in the game memory. Unfortunately I have no idea how to do this and thus I'm hoping someone out there might know how.

    Posted in: Galaxy Scripting
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    posted a message on Forcing events to happen, without them actually happening

    Does anyone think this might be possible? For example, forcing the mouse click event to trigger even though the player isn't clicking their mouse. I'd really like to find out but I don't know how. Theoretically it should be able to 'hack' the engine and find out how events are being fired so that we can force them to happen without the actual events firing. Does anyone know how this might be possible? Perhaps by tapping into the ram and watching which sectors are being read/written etc..

    Posted in: Galaxy Scripting
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    posted a message on [Replacement needed] Data/Trigger Editor

    Mm, ain't good for us to judge a book by it's cover.

    Quote from EternalWraith: Go

    In honesty though. I'm really a nice guy to work with ;)

    I can testify to this. From my experience, It's not all about giving/taking orders. There is a good mix of democracy and brainstorming involved when it comes to the decision to implement new ideas. It's personally been an enriching experience on my part with regards to taking part in this project.

    A toast to ye EternalWraith for being the visionary on this one.

    Posted in: Team Recruitment
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    posted a message on Making SC2mapster contests more casual friendly?
    Quote from RileyStarcraft: Go

    The next competition should be who can make a fun map in exactly one hour. Announce the theme and any required elements over IRC and then everyone has to submit their maps after an hour. Would that be casual friendly enough?

    I lol-ed at this one. It reminded me of inception. "You have 2 minutes to design a maze that it takes me one minute to solve."

    How bout a puzzle map for a contest? You have 2 hours to design an adventure/escape the room style map that takes an hour to solve. :)

    Posted in: General Chat
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