Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: SuperFast Spells
SuperFast Spells
Jul 20 2009, 3:54 am
By: itisagooday2die  

Jul 20 2009, 3:54 am itisagooday2die Post #1



If anyone has played type-moon arena, there are spells that are HELLA fast, like in 2 seconds its like 5 wraith attacks. How is it possible to make units react this fast?



None.

Jul 20 2009, 3:56 am Moose Post #2

We live in a society.

I was actually about to ask this. You would have to keep removing and creating new units. I'm not sure how to make units auto-accquire new targets fast enough, though.




Jul 20 2009, 3:59 am ShredderIV Post #3



With wraiths especially, they acquire targets really fast, so they do it automatically when you create and remove them quickly... but for some units it doesnt work that well...



None.

Jul 20 2009, 4:07 am Jack Post #4

>be faceless void >mfw I have no face

Also use patrol to loc after moving them to the correct loc. This makes them attack faster i believe.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jul 20 2009, 4:16 am FlashBeer Post #5



Wraiths and scouts can attack within a trigger cycle when told to, so you remove them the next trigger



None.

Jul 20 2009, 5:39 am ClansAreForGays Post #6



Someone should really make a concept map for this that we can refer people to with this commonly asked question. Something that shows a before-and-after.




Jul 20 2009, 5:44 am Ultraviolet Post #7



Actually, with most units it's hard to get this to be done UNLESS you center a location on whatever it is they will be attacking, then tell them to attack to that location. This basically makes them spin to that location before they actually acquire the target, so it will be a faster process once they actually get the target. It took me a while to figure that out after playing WAF :P




Jul 20 2009, 6:51 am Zhuinden Post #8



Type-Moon Arena uses a Wait 70-hyper trigger, I have no idea what exactly does that, but it does have some effect.



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Jul 20 2009, 11:17 am Vrael Post #9



Quote from Zhuinden
Type-Moon Arena uses a Wait 70-hyper trigger, I have no idea what exactly does that, but it does have some effect.
It has no effect whatsoever. (Other than the standard hyper trigger with Wait(0) effects).
Quote from name:The Wiki Article on Hyper Triggers
Common hypers at Wait(84) are thus equivalent to hypers set at Wait(0), simply because the trigger cycle in Starcraft will NOT repeat faster than 84 milliseconds.

You can only make the trigger cycle slower in increments of 84 milliseconds.
0 < 70 < 84, so Wait(70) is exactly the same as Wait(0).



None.

Jul 20 2009, 2:50 pm Zell. Post #10



I thought this was done by having 2-3 wraiths on side of map, move 1 wraith, patrol to loc, move it back, then send another wraith, and you cycle between the 2 wraiths super fast. I thought this worked because the wraiths after being moved back to corner were still facing the attacking direction, so after 1 cycle through the wraiths are all facing an enemy to attack.



None.

Jul 20 2009, 3:49 pm crutex Post #11



Quote from Zell.
I thought this was done by having 2-3 wraiths on side of map, move 1 wraith, patrol to loc, move it back, then send another wraith, and you cycle between the 2 wraiths super fast. I thought this worked because the wraiths after being moved back to corner were still facing the attacking direction, so after 1 cycle through the wraiths are all facing an enemy to attack.
well that doesn't really work if the unit you're attacking is moving though does it



None.

Jul 20 2009, 5:32 pm NudeRaider Post #12

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Vrael
[quote=name:Zhuinden]You can only make the trigger cycle slower in increments of 84 milliseconds.
0 < 70 < 84, so Wait(70) is exactly the same as Wait(0).
This is not entirely true.
Falkoner proved that StarCraft handles increments down to 42ms.
However there's no wait smaller 84ms possible, which makes your 2nd line true.
Every wait between 0 and 104ms (84ms + 42ms/2 - 1) is the same as wait(0).




Jul 21 2009, 12:19 am rockz Post #13

ᴄʜᴇᴇsᴇ ɪᴛ!

wait 0-41 will yield 2 frame triggers
wait 42-83 will yield 3 frame triggers

At least that's what I thought.

42 ms = frame.

As a sidenote, does this change if you play in different speeds?



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 21 2009, 1:17 am Falkoner Post #14



Well, it's kinda weird, but when you change your waits inside of Hyper Triggers, 42 and 43 give different speeds, but otherwise 0-84 are the same



None.

Jul 21 2009, 1:35 am rockz Post #15

ᴄʜᴇᴇsᴇ ɪᴛ!

I've got to be wrong. More testing needs to be done, you can't have 3 frame hypers, otherwise you'll have an off-frame trigger run.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 21 2009, 8:37 pm UnholyUrine Post #16



Creating + Patrolling works. Except different unit attack differently... and they all take time to "turn around"

What Koreans do is that if you're on the North base, they patrol the units towards the south.. and Vice versa for the South base.

Also, in Theory, units created face towards the bottom left. So what you can do is that you create the units beforehand, and order them to move north, so that people on the South team, when the units are moved, will be facing north, and should attack a fraction of a second earlier. But there's always problem associated with that and it's too complicated..
Rather it'd be better to adjust the time of your spell so that the spell works wherever the enemies are and whatever direction it's facing.



None.

Jul 21 2009, 9:23 pm Pyro682 Post #17



Ok, well, I made a quick test map, and found out a few things.

1) It most likely needs to be told to attack in the general direction of enemies. If you play my map, The Scouts created are ordered to attack to "anywhere". If you are above and left of the vulture enemy, your attack will hit 100% of the time. However, if you are below and to the right of the enemy, your attack will hit from 20% to 0% of the time. (Dealing with a series of 5 scouts)

2) Patrol didn't work for me, the order must be attack.

3) The waits I used were just picked randomly, I didn't feel like calculating out by 42s. They were 200.

Attachments:
Spell Template.scm
Hits: 5 Size: 56.38kb



None.

Jul 22 2009, 12:14 am ShredderIV Post #18



so... i tested this and got these results for these locations...
a b c
d v e
f g h

as to the vult(v)
a- 100%
b-around 90%
c- 30%
d-100%
e-0%
f- surprisingly about 80%
g- 0%
h-0%

so its really only a problem in that lower right hand corner. you're also dealing with scouts, which arent usually the fastest attackers in my experience. it might be better to try it with bcs or wraiths, or maybe even try mutas... i'd be interested to see that.

Post has been edited 2 time(s), last time on Jul 22 2009, 12:16 am by ShredderIV. Reason: ugg



None.

Jul 22 2009, 12:20 am Zhuinden Post #19



Trigger(" \x002 T\x006ea\x002m \x006White"," \x002 T\x006ea\x002m \x005Black"){
Conditions:
Command("Current Player", "Terran Medic", At least, 1);
Command("Current Player", "Protoss Scout", At least, 1);
Bring("Current Player", "Vulture Spider Mine", "026", At most, 0);
Command("Current Player", "Gantrithor (Carrier)", At most, 0);
Bring("Current Player", "Vulture Spider Mine", "162", At most, 0);
Deaths("Current Player", "Right Upper Level Door", At most, 0);

Actions:
Kill Unit At Location("Current Player", "Protoss Scout", 1, "Anywhere");
Display Text Message(Always Display, " \x0041\x003) \x004°íĽÓ˝Ĺľđ\r\n \x003Äł˝şĹÍŔÇ Energy¸¦ ȸşąÇĎ´Â ±â´Éµµ ŔÖ˝Ŕ´Ď´Ů.");
Wait(100);
Create Unit("Current Player", "Vulture Spider Mine", 1, "162");
Modify Unit Energy("Current Player", "Terran Medic", 100, 0, "Anywhere");
Create Unit("Current Player", "Mojo (Scout)", 1, "215");
Create Unit("Current Player", "Terran Ghost", 1, "215");
Kill Unit("Current Player", "Terran Ghost");
Set Invincibility("Current Player", "Mojo (Scout)", "Anywhere", enabled);
Order("Current Player", "Mojo (Scout)", "Anywhere", "Anywhere", attack);
Wait(100);
Remove Unit("Current Player", "Mojo (Scout)");
Create Unit("Current Player", "Mojo (Scout)", 1, "215");
Create Unit("Current Player", "Terran Ghost", 2, "215");
Kill Unit("Current Player", "Terran Ghost");
Set Invincibility("Current Player", "Mojo (Scout)", "Anywhere", enabled);
Order("Current Player", "Mojo (Scout)", "Anywhere", "Anywhere", attack);
Wait(100);
Remove Unit("Current Player", "Mojo (Scout)");
Create Unit("Current Player", "Mojo (Scout)", 1, "215");
Create Unit("Current Player", "Terran Ghost", 3, "215");
Kill Unit("Current Player", "Terran Ghost");
Set Invincibility("Current Player", "Mojo (Scout)", "Anywhere", enabled);
Order("Current Player", "Mojo (Scout)", "Anywhere", "Anywhere", attack);
Wait(100);
Remove Unit("Current Player", "Mojo (Scout)");
Create Unit("Current Player", "Mojo (Scout)", 1, "215");
Create Unit("Current Player", "Terran Ghost", 4, "215");
Kill Unit("Current Player", "Terran Ghost");
Set Invincibility("Current Player", "Mojo (Scout)", "Anywhere", enabled);
Order("Current Player", "Mojo (Scout)", "Anywhere", "Anywhere", attack);
Wait(100);
Remove Unit("Current Player", "Mojo (Scout)");
Create Unit("Current Player", "Mojo (Scout)", 1, "215");
Set Invincibility("Current Player", "Mojo (Scout)", "Anywhere", enabled);
Order("Current Player", "Mojo (Scout)", "Anywhere", "Anywhere", attack);
Wait(100);
Remove Unit("Current Player", "Mojo (Scout)");
Create Unit("Current Player", "Mojo (Scout)", 1, "215");
Set Invincibility("Current Player", "Mojo (Scout)", "Anywhere", enabled);
Order("Current Player", "Mojo (Scout)", "Anywhere", "Anywhere", attack);
Wait(100);
Remove Unit("Current Player", "Mojo (Scout)");
Create Unit("Current Player", "Mojo (Scout)", 1, "215");
Set Invincibility("Current Player", "Mojo (Scout)", "Anywhere", enabled);
Order("Current Player", "Mojo (Scout)", "Anywhere", "Anywhere", attack);
Wait(100);
Remove Unit("Current Player", "Mojo (Scout)");
Create Unit("Current Player", "Mojo (Scout)", 1, "215");
Set Invincibility("Current Player", "Mojo (Scout)", "Anywhere", enabled);
Order("Current Player", "Mojo (Scout)", "Anywhere", "Anywhere", attack);
Wait(100);
Remove Unit("Current Player", "Mojo (Scout)");
Kill Unit At Location("Current Player", "Vulture Spider Mine", All, "162");
Preserve Trigger();
Create Unit("Current Player", "Vulture Spider Mine", 1, "026");
}

//-----------------------------------------------------------------//



None.

Jul 22 2009, 3:25 am Pyro682 Post #20



Quote from ShredderIV
so... i tested this and got these results for these locations...
a b c
d v e
f g h

as to the vult(v)
a- 100%
b-around 90%
c- 30%
d-100%
e-0%
f- surprisingly about 80%
g- 0%
h-0%

so its really only a problem in that lower right hand corner. you're also dealing with scouts, which arent usually the fastest attackers in my experience. it might be better to try it with bcs or wraiths, or maybe even try mutas... i'd be interested to see that.

I really do think that your information is horribly skewed. From what I've seen, it has to deal with if the vulture is in the direction of the first location.
As for scouts, it was a unit that was slower, therefore it would be an over-compensating estimate, and people can lower their wait times for other units, if they so choose. It was an example for replication.



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