L.C. Posted January 7, 2011 Report Posted January 7, 2011 (edited) 1. Open a LVL file2. Use a "rectangle tool" to select a desired area3. Program calculates origin (absolute dead center of rectangled area)4. From this origin, the program will render 40 yellow lines at 9 degree differences; these lines will bounce no more than 7 times, and go no farther than sqrt(2*(1024^2))5. You can look around the map; you can also select one of the 40 lines (in which the selected line turns red to make it easier to trace) Purpose: for mappers to design and players to be able to find strategic shooting points for bombs, guns, and thors.Bonus points: be able to set how many rotation ticks to render (instead of a fixed 40 ticks / 9-degree increments).Cookie points: include appropriate behavior when hitting non-solid tiles and wormhole, and toggle for wormhole gravity to affect line path.Brownie points: be able to set multiple rectangle entities for simultaneous rendering of different locations.Audrey points: open source the code. https://forums.minegoboom.com/viewtopic.php?p=82742 Edited January 7, 2011 by L.C. Quote
Cheese Posted January 7, 2011 Report Posted January 7, 2011 (edited) second request: 1. draw a line2. one end of line is starting point, other end is destination3. draw a square at the starting point3b. square can be any size4. find a path from start to destination4b. there may be walls4c. walls may form a box and destination may be unreachable4d. square may not overlap walls Ice cream points: open source that hoe . Edited January 7, 2011 by Cheese Quote
L.C. Posted January 7, 2011 Author Report Posted January 7, 2011 (edited) second request: 1. draw a line2. one end of line is starting point, other end is destination3. draw a circle at the starting point3b. square can be any size4. find a path from start to destination4b. there may be walls4c. walls may form a box and destination may be unreachable4d. square may not overlap walls Ice cream points: open source that hoe .A* (pronounced 'A star') http://www.policyalmanac.org/games/aStarTutorial.htmhttps://secure.wikimedia.org/wikipedia/en/wiki/A*_search_algorithm http://www.valvesoftware.com/publications/2009/ai_systems_of_l4d_mike_booth.pdfskip to slide 12; A* is used in Left4Dead http://spectrum.library.concordia.ca/2063/ http://www.hardgeus.com/pathfinding/ http://www.gamasutra.com/view/feature/3096/toward_more_realistic_pathfinding.phphttp://www.ai-blog.net/archives/000152.html https://secure.wikimedia.org/wikipedia/en/wiki/Pathfinding http://www.gamedev.net/community/forums/topic.asp?topic_id=526794 Edited January 7, 2011 by L.C. Quote
»Lynx Posted January 7, 2011 Report Posted January 7, 2011 DCME would probably be a good starting point to make this. All the foundation is there, and what you're stating (L.C.) is relatively easy to create. Drake/Sama may help you out. Quote
Samapico Posted January 7, 2011 Report Posted January 7, 2011 You can save the lvl as a bitmap, where each tile is a pixel, and use any imaging software to play around... But as I replied to LC in PM: In DCME, you can use the 'quick test map' tool, and you can hold B to show a bomb line Addendum: right-click the map to warp your ship to any coordinate Quote
L.C. Posted January 7, 2011 Author Report Posted January 7, 2011 (edited) You can save the lvl as a bitmap, where each tile is a pixel, and use any imaging software to play around... But as I replied to LC in PM: In DCME, you can use the 'quick test map' tool, and you can hold B to show a bomb line Addendum: right-click the map to warp your ship to any coordinateI don't have a monitor with a screen resolution big enough to see the entire map at once to allow me to trace the line. You can't freeze your ship into place, and you can't "lock" the B button down at the same time while you go and follow the line. Plus, in the private message, you said it can be off anywhere from 1 to 15 pixels. Inaccuracy to be that high is insane! =( Saving the map as a downsampled 1:16 version makes it just as difficult to work with. Yes, you could upsample the image, but what about the grid? I'm just asking for a simple program, or even an addition to DCME (which may not be as simple to do). Edited January 7, 2011 by L.C. Quote
Samapico Posted January 7, 2011 Report Posted January 7, 2011 Well, the offset is probably easy to fix... it's just because back when this feature was made, the map could only be scrolled in increments of 1 tile... now if you scroll the map with the hand tool, it moves in increments of 1 pixel... so I think the code for the bomb line is offset. By the way, it's not simple Quote
L.C. Posted January 7, 2011 Author Report Posted January 7, 2011 (edited) By the way, it's not simple maybe because I'm hanging out with the wrong programmers; it's simple and easy to them, but I won't ask them because it would be selfish (what's in it for them, who's it about, why do it, etc). Edited January 7, 2011 by L.C. Quote
Samapico Posted January 7, 2011 Report Posted January 7, 2011 easy? yes... simple, that's relative. It's not something someone could hack up in half an hour. Discretion has this thing ahead of bombs showing where they're going... perhaps by modifying some numbers you could get a huge trail behind and ahead of your bombs, and if they go slowly enough, you can fly around and see the result Quote
»Lynx Posted January 7, 2011 Report Posted January 7, 2011 Thinking of it, I don't see the issues of drawing a line with an image editor? I mean, provided you're doing a LONG shot (which are never really a very good idea) that would probably be the best option. Out of curiosity L.C., what resolution do you use? Quote
Samapico Posted January 8, 2011 Report Posted January 8, 2011 Another easy way is to double-client... keep one client flying around, and one that fires the shots. Quote
»Lynx Posted January 8, 2011 Report Posted January 8, 2011 (edited) Shoot a powerball with no friction? Use either ALT or F4/F5 (whichever it is) to track the ball from spec? Edit: Typo Edited January 8, 2011 by Lynx Quote
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