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    posted a message on need help implementing A* Pathing algorithm

    I've actually got quite a bit of experience with A* algorithms and could definitely help you out.

    No diagonal movement sounds like a very minor problem, if everything else is working correctly. You're probably correct in saying that it's an issue with the nodes, but it's hard to help you without knowing more about the implementation.

    From experience, the very best thing you could to help yourself is to visually represent the algorithm's on the screen. So place some sort of marker at each node (with the editor it's probably easiest to just use a unit like a marine) and then while your A* is running have it update the color of each marker to it's current state, ie: white = unexplored, green = open, red = closed, blue = current node. Finally have the algorithm pause and wait for a mouse click after each step so that you can see what's going on. This will let you see what's wrong with your algorithm. For your current problem, watch it to make sure that diagonal nodes and not just orthogonal ones are being added to the open list.

    I'd love to be able to help more, but I'd need to know more about your actual implementation. If you don't mind I've actually got a few questions about what your trying to do. You mentioned that it had a runtime of about 20ms, is that just for short distances like in your screenshot? or is that the time it takes to say, calculate the path from one side to the other of BGH? Secondly, how do you plan to handle group movement? and how to you plan to cope with other units which dynamically move around the map and may end up, for instance, blocking your path after it's been calculated?

    Cheers

    Posted in: Triggers
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    posted a message on Help needed. Space platforms?

    Modules -> Data -> Terrain Texture Sets -> Whatever Texture Set Your Using -> Hide Lowest Level -> Enabled

    Posted in: Miscellaneous Development
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    posted a message on A Problem with Cliffs

    Why don't you just open up Blizzard's Xel'Naga Caverns and reduce the map size to the desired area?

    Posted in: Terrain
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    posted a message on Deathmatch

    @zeldarules28: Go

    Although this sounds really awesome in theory and I definitely would like to see this implemented, I'm pretty sure this would completely destroy any balance between the races, the unit producing capabilities of each race would simply be thrown into chaos. At the start of the game, Terran would only be able to build 6 rax at a time, compared to Protoss which could build 60 gateways, and Zerg which, even if they morphed there initial drones into a spawning pool and 5 macro hatchs, would simply not have enough larva production to be able to compete. I guess mirror matches would still be fun, and maybe even T vs Z might be viable, but Protoss would simply own all.

    I still love the idea and would definitely be up for creating a mod like this, but the standard deathmatch mode would just be so broken without some other change to help balance. Maybe if each player was given a crap ton more workers at the start (like in AOE2's Regicide I think?) that would help? That way Terran's production facilities would be able to compete with Protoss's and if Zerg threw down a bunch of macro hatches straight away as well as a spawning pool followed immediately by either a roach warren or baneling nest they'd be able to stand a chance? It'd all depend on whether or not they could get roaches/banelings out before the stim marines/chargelots arrived. Either way it'd be interesting to see how this would turn out.

    Posted in: Map Suggestions/Requests
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    posted a message on Making ScanberSweep snap to grid

    Hi, I'm a new member of this site, and I've got a challenge with the editor that I can't figure out.

    At the moment I'm creating a game which is essentially a more awesome version of minesweeper. At the moment I'm trying to add a scan ability so that a player can reveal a 3*3 area of the map. What I want to do is to somehow snap it to the map grid, so that it can only be used at map locations which are proper integers, i.e. it can be used at (4.0, 12.0) but not (4.5453, 11.896), and to have the ScannerSweepCursorSplat be displayed and the ability itself activated at the nearest such point to the mouse.

    The reason I would like to do this is because at the moment the number of minesweeper "tiles" revealed changes with where the scan is placed. If the scan is placed in the middle of a tile, then it will reveal the correct 3*3 area, but if it is instead placed at the side of a tile, then it will reveal either one tile to many on that side, or one tile to few on the other side (depending on the exact value of the scan radius).

    Does anyone know of a way to do this? I was able to come up with a method using triggers that would simply suppress the scan ability entirely and instead just round the mouse coordinates and create a ScannerSweepCursorSplat actor at the correct position and then use a hidden ScannerSweep2 ability to reveal the area, but unfortunately it suffers from the infamous b.net latency and a couple of other less than ideal nuisances. So I'm hoping that someone here knows of a better way to do it with data.

    For clarification, the ScannerSweepCursorSplat is the red circle you see when you're placing the scan, not the scan itself.

    Thanks in advance to anyone that can help.

    Posted in: Data
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    posted a message on Things preventing you from making awesome maps right now

    1. School
    2. Reaching that point where all the fun stuff is done and all thats left is boring/stupid overhead crap.
    3. School

    Posted in: Off-Topic
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