rts movement
#1
Posted 01 July 2012 - 10:01 PM
#2
Posted 01 July 2012 - 10:21 PM
if it helps:
xx=grid_width*(x div grid_wdith); and same for y, would get the grid coordinate of a value(x for eg.). like snap to grid
#3
Posted 01 July 2012 - 10:46 PM
whats wrong is that if you use the grid_add if that object is in that cell of the grid no object that is moving and go through it. that makes it easy for a wall for a stopping all units but if you want air units that fly over buildings but you don't want ground units to go through the building that's the hard part. does that help sum up what is being asked a littleyou havent really said whats wrong or anything much.
if it helps:
xx=grid_width*(x div grid_wdith); and same for y, would get the grid coordinate of a value(x for eg.). like snap to grid
#4
Posted 02 July 2012 - 07:12 AM
#5
Posted 02 July 2012 - 06:43 PM
that's what i was thinking last night and thank you for your input.i havent used the grids too much. but how about having 2 grids? one for air and one for not air(your current one). the air one would only have obstacles that air units cant move to
Edited by anerror, 02 July 2012 - 06:44 PM.
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