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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: Minimap
Well this was a pretty constructive thread until these last four posts.
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Thu Jun 25, 2009 1:43 pm |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Minimap
ProjektTHOR wrote: Well this was a pretty constructive thread until these last four posts. Does that include yours, or not? Because I thought my suggestion was a good one.
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Thu Jun 25, 2009 1:58 pm |
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striker121
Joined: Tue Jul 03, 2007 10:24 pm Posts: 253 Location: In the house next door, eating your neighbors.
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Re: Minimap
Epic job once again Grif. You might want to try getting a circular one though, as that looks more radarish. You would probably have to get the zoom feature first though, as naturally all the maps are rectangles and you wouldn't see as much. Alsoalso, the huge map room idea someone mentioned a bit ago would be great.
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Thu Jun 25, 2009 2:25 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Minimap
I love it. Now I can play without peeking the enemies with the E key I do that a lot. This is revolutionary. You can even make a radar room with a bigger version of the mini-map, i mean your generic HQ big screen type of thing.
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Thu Jun 25, 2009 2:57 pm |
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1nfernal
Joined: Wed May 20, 2009 10:06 am Posts: 163 Location: Sweden
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Re: Minimap
The Decaying Soldat wrote: I love it. Now I can play without peeking the enemies with the E key I do that a lot. This is revolutionary. You can even make a radar room with a bigger version of the mini-map, i mean your generic HQ big screen type of thing. I second that idea, would be even cooler than it is now
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Thu Jun 25, 2009 5:08 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Minimap
piipu wrote: Proximity checks won't lag if you do it (actor1.Pos - actor2.Pos).Magnitude. The least laggiest method of terrain scanning would be spawning MOPixels at the top of the screen every (SceneMan.Scene.Width / width of the screen) pixels and checking their altitude. You wouldn't see caves, but the screen is so small, it's already pretty cramped without a lot of terrain pixels. SceneMan:ShortestDistance works better on maps with X warp.
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Thu Jun 25, 2009 5:46 pm |
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Tendrop
Joined: Sat May 05, 2007 7:21 am Posts: 662 Location: The Zone
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Re: Minimap
Maybe you could have preloaded, scene specific backgrounds for the radar? It would just replace the checkerboard background we have currently with a shrunken version of the map. EX: Grasslands Radar, Tutorial Bunker Radar, Zombie Defense Radar, etc? They wouldn't change as the terrain deforms or anything special, they wouldn't even show bunker modules, but it is just a thought.
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Thu Jun 25, 2009 5:47 pm |
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Kilgannon
Joined: Tue Dec 30, 2008 4:31 am Posts: 113
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Re: Minimap
Amazing, grif. Good job.
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Thu Jun 25, 2009 6:02 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Minimap
Haha nice, you beat Data to it. Does it show stuff on any other team than red or green? Sometimes there can be stuff on team -1 or any other. It could show those as grey, yellow or purple dots (unknown).
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Thu Jun 25, 2009 7:28 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Minimap
It'll display neutral team as red; it's an if actor team ~= self.team for red dots, and then else it's green dots.
To everyone asking for larger screens: It's quite easy to do, I just need larger sprites and some kind of bunkermodule to put them in.
So here's my todo list at the moment:
Zoom Larger screens (seriously, this is quite easy, just gimme sprites) Actor selection Damagable radar, either the screen itself or some kind of "sensor" array. Bonus points if it has to be on the surface. Indications of whether an AI is firing or not, and possibly AIMode. This would require a larger screen, though; the current one is much too small. Getting the screen data to show only relative to the map's position.
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Thu Jun 25, 2009 8:11 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Minimap
What exactly would it zoom in on? And make it zoom out only when your units spread out all over the map.
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Thu Jun 25, 2009 8:27 pm |
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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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Re: Minimap
Heck, Grif. You really did it didn't you? I was eagerly expecting for you to release this. Insta dl'd.
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Thu Jun 25, 2009 8:33 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Minimap
Roy-G-Biv wrote: What exactly would it zoom in on? And make it zoom out only when your units spread out all over the map. The map? Here's what I'm picturing, given I can get this working: You "select" the screen. Press the primary button, you zoom in. Use your movement keys, and it pans around the map. Press your secondary button, and you select the nearest actor to your cursor (which might be designated on the minimap).
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Thu Jun 25, 2009 8:47 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: Minimap
The Decaying Soldat wrote: This is revolutionary. You can even make a radar room with a bigger version of the mini-map, i mean your generic HQ big screen type of thing. <deliver> </deliver>
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Thu Jun 25, 2009 8:57 pm |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: Minimap
I approve of War Room-esque map room.
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Thu Jun 25, 2009 9:00 pm |
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